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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.52 by root, Tue Apr 22 02:46:18 2008 UTC vs.
Revision 1.97 by root, Fri Mar 26 00:53:26 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
94 * also be safe for objects. 93 * also be safe for objects.
95 * This does return if successful or not, but 94 * This does return if successful or not, but
96 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
97 * right now. 96 * right now.
98 */ 97 */
99 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
100 } 99 }
101 100
102 } 101 }
103} 102}
104 103
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
281 int mflags; 277 int mflags;
282 278
283 if (!spob->other_arch) 279 if (!spob->other_arch)
284 return 0; 280 return 0;
285 281
286 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 283 if (tmp == NULL)
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
435 } 433 }
436 434
437 if (op->attacktype) 435 if (op->attacktype)
438 { 436 {
439 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
440 if (op->destroyed ()) 439 if (op->destroyed ())
441 return; 440 return;
442 } 441 }
443 442
444 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
445 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
446 445
447 tmp->set_owner (op); 446 tmp->set_owner (op);
448 tmp->skill = op->skill; 447 tmp->skill = op->skill;
449 448
450 owner = op->owner; 449 owner = op->owner;
451 450
452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
453 { 455 {
454 op->destroy (); 456 op->destroy ();
455 return; 457 return;
456 } 458 }
457 459
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 525 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
525 { 527 {
526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 532 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
530 { 534 {
531 op->destroy (); 535 op->destroy ();
542 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
543 */ 547 */
544void 548void
545move_bullet (object *op) 549move_bullet (object *op)
546{ 550{
547 sint16 new_x, new_y;
548 int mflags;
549 maptile *m;
550
551#if 0 551#if 0
552 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
553 553
554 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
555 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
570 op->destroy (); 570 op->destroy ();
571 571
572 return; 572 return;
573 } 573 }
574 574
575 new_x = op->x + DIRX (op); 575 mapxy pos (op);
576 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
577 m = op->map;
578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
579 577
580 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
581 { 579 {
582 op->destroy (); 580 op->destroy ();
583 return; 581 return;
584 } 582 }
585 583
586 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
587 { 589 {
588 if (op->other_arch) 590 if (op->other_arch)
589 explode_bullet (op); 591 explode_bullet (op);
590 else 592 else
591 op->destroy (); 593 op->destroy ();
592 594
593 return; 595 return;
594 } 596 }
595 597
596 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
597 return; 599 return;
598 600
599 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
600 { 602 {
601 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
620 int mflags; 622 int mflags;
621 623
622 if (!spob->other_arch) 624 if (!spob->other_arch)
623 return 0; 625 return 0;
624 626
625 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 628 if (!tmp)
627 return 0; 629 return 0;
628 630
629 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
630 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
631 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 634 if (spob->slaying)
633 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
634 636
644 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
645 647
646 tmp->set_owner (op); 648 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
648 650
649 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
650 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
651 tmp->map = op->map; 653 tmp->map = op->map;
652 654
653 maptile *newmap; 655 maptile *newmap;
654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
655 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
657 tmp->destroy (); 659 tmp->destroy ();
658 return 0; 660 return 0;
659 } 661 }
660 662
661 tmp->map = newmap; 663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
662 677
663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
664 { 679 {
665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
666 { 681 {
685 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
686 * 701 *
687 *****************************************************************************/ 702 *****************************************************************************/
688 703
689/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
690void 705static void
691cone_drop (object *op) 706cone_drop (object *op)
692{ 707{
693 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
694 709
695 new_ob->level = op->level; 710 new_ob->level = op->level;
696 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
697 712
698 /* preserve skill ownership */ 713 /* preserve skill ownership */
705/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
706 721
707void 722void
708move_cone (object *op) 723move_cone (object *op)
709{ 724{
710 int i;
711
712 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
713 if (!op->map) 726 if (!op->map)
714 { 727 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0); 729 op->set_speed (0);
736 } 749 }
737#endif 750#endif
738 751
739 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
740 753
754 if (!op->is_on_map ())
755 return;
756
741 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
742 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
743 * degree. 759 * degree.
744 */ 760 */
745 if (op->weight) 761 if (op->weight)
762 {
746 check_spell_knockback (op); 763 check_spell_knockback (op);
747 764
748 if (op->destroyed ()) 765 if (!op->is_on_map ())
749 return; 766 return;
767 }
750 768
751 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
752 { 770 {
753 op->destroy (); 771 op->destroy ();
754 return; 772 return;
755 } 773 }
756 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
761 { 779 {
762 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
763 return; 781 return;
764 } 782 }
765 783
766 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
767 { 785 {
768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
769 787
770 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
771 { 789 {
822 */ 840 */
823 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
824 842
825 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
826 { 844 {
827 sint16 x, y, d; 845 sint16 x, y;
828 846
829 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
830 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
831 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
832 * to hit that person. 850 * to hit that person.
833 */ 851 */
834 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
835 while (d < 0)
836 d += 8;
837 while (d > 8)
838 d -= 8;
839 853
840 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
841 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
842 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
843 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
860 874
861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
862 continue; 876 continue;
863 877
864 success = 1; 878 success = 1;
865 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
866 tmp->set_owner (op); 880 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
870 884
871 /* holy word stuff */ 885 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
945 959
946 object *env = op->outer_env (); 960 object *env = op->outer_env ();
947 961
948 if (op->env) 962 if (op->env)
949 { 963 {
950 if (env->map == NULL) 964 if (!env->map)
951 return; 965 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 966
956 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
957 return; 968 return;
958 } 969 }
959 970
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
962 // as bombs can be carried. 973 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
964 { 975 {
965 op->destroy (); 976 op->destroy ();
966 return; 977 return;
967 } 978 }
968 979
975 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
976 { 987 {
977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978 continue; 989 continue;
979 990
980 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
981 tmp->direction = i; 992 tmp->direction = i;
982 tmp->range = op->range; 993 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 995 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1005 int mflags; 1016 int mflags;
1006 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1007 maptile *m; 1018 maptile *m;
1008 1019
1009 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1010 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1011 { 1029 {
1012 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1013 return 0; 1031 return 0;
1032 }
1014 } 1033 }
1015 1034
1016 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1017 1036
1018 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1041 * dir is the direction to look in. 1060 * dir is the direction to look in.
1042 * range is how far out to look. 1061 * range is how far out to look.
1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1044 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1045 */ 1064 */
1046object * 1065static object *
1047get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1048{ 1067{
1049 object *target; 1068 object *target;
1050 sint16 x, y; 1069 sint16 x, y;
1051 int dist, mflags; 1070 int dist, mflags;
1104 * interesting spell. 1123 * interesting spell.
1105 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1106 * can't be friendly to your god. 1125 * can't be friendly to your god.
1107 */ 1126 */
1108 1127
1109 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1110 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1111 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1112 { 1133 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1114 return 0; 1135 return 0;
1115 } 1136 }
1116 1137
1117 if (spell->other_arch) 1138 if (spell->other_arch)
1118 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1119 else 1140 else
1120 return 0; 1141 return 0;
1121 1142
1122 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1124 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 { 1147 {
1127 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1128 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1129 else 1150 else
1130 { 1151 {
1131 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1132 return 0; 1153 return 0;
1133 } 1154 }
1183 1204
1184/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1185void 1206void
1186move_missile (object *op) 1207move_missile (object *op)
1187{ 1208{
1188 int i, mflags;
1189 object *owner;
1190 sint16 new_x, new_y;
1191 maptile *m;
1192
1193 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1194 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1195 op->destroy (); 1220 op->destroy ();
1196 return; 1221 return;
1197 } 1222 }
1198 1223
1199 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1200#if 0
1201 /* It'd make things nastier if this wasn't here - spells cast by
1202 * monster that are then killed would continue to survive
1203 */
1204 if (owner == NULL)
1205 {
1206 op->destroy ();
1207 return;
1208 }
1209#endif
1210 1225
1211 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1212 new_y = op->y + DIRY (op);
1213
1214 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1215
1216 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1217 { 1227 {
1218 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1219 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1220 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1221 */ 1231 */
1222 if (!op->destroyed ())
1223 op->destroy ();
1224
1225 return;
1226 }
1227
1228 op->remove ();
1229
1230 if (!op->direction || (mflags & P_OUT_OF_MAP))
1231 {
1232 op->destroy (); 1232 op->destroy ();
1233 return; 1233 return;
1234 } 1234 }
1235 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1236 i = spell_find_dir (m, new_x, new_y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1237 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1238 { 1244 {
1239 op->direction = i; 1245 op->direction = i;
1240 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1241 } 1247 }
1242 1248
1243 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1244} 1250}
1245 1251
1246/**************************************************************************** 1252/****************************************************************************
1247 * Destruction 1253 * Destruction
1248 ****************************************************************************/ 1254 ****************************************************************************/
1251 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1252 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1253 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1254 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1255 */ 1261 */
1256int 1262static int
1257make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1258{ 1264{
1259 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1260 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1261 return 0; 1267 return 0;
1262 1268
1263 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1264 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1265 tmp->stats.food = time; 1271 tmp->stats.food = time;
1266 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1267 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1269 tmp->glow_radius = MAX_LIGHT_RADII;
1270
1271 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1272 1275
1273 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1274 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1275 1278
1276 return 1; 1279 return 1;
1277} 1280}
1278 1281
1279int 1282int
1280cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1281{ 1284{
1282 int i, j, range, mflags, friendly = 0, dam, dur;
1283 sint16 sx, sy;
1284 maptile *m;
1285 object *tmp;
1286 const char *skill;
1287
1288 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1289 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1290 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1291 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1292 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1293 1290
1294 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1295 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1296 * We do some shortcuts here - since this is just temporary
1297 * and we'll reset the values back, we don't need to go through
1298 * the full share string/free_string route.
1299 */ 1293 */
1300 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1301 if (caster == op) 1296 if (caster == op)
1302 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1303 else if (caster->skill) 1298 else if (caster->skill)
1304 op->skill = caster->skill; 1299 op->skill = caster->skill;
1305 else 1300 else
1306 op->skill = NULL; 1301 op->skill = 0;
1307 1302
1308 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1309 1304
1310 for (i = -range; i < range; i++) 1305 dynbuf buf;
1306 unordered_mapwalk (buf, op, -range, -range, range, range)
1311 { 1307 {
1312 for (j = -range; j < range; j++) 1308 mapspace &ms = m->at (nx, ny);
1313 {
1314 m = op->map;
1315 sx = op->x + i;
1316 sy = op->y + j;
1317 1309
1318 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1319 if (mflags & P_OUT_OF_MAP)
1320 continue;
1321
1322 if (mflags & P_IS_ALIVE) 1310 if (ms.flags () & P_IS_ALIVE)
1311 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1323 { 1312 {
1324 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1313 next = tmp->above;
1325 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1326 break;
1327 1314
1328 if (tmp) 1315 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1329 { 1316 {
1330 if (tmp->head)
1331 tmp = tmp->head; 1317 tmp = tmp->head_ ();
1332 1318
1333 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1319 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1334 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1320 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1335 { 1321 {
1336 if (spell_ob->subtype == SP_DESTRUCTION) 1322 if (spell_ob->subtype == SP_DESTRUCTION)
1337 { 1323 {
1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1324 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1325
1339 if (spell_ob->other_arch) 1326 if (spell_ob->other_arch)
1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1327 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1341 } 1328 }
1342 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1329 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1343 { 1330 {
1344 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1331 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1345 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1332 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1346 } 1333 }
1347 } 1334 }
1348 } 1335 }
1349 } 1336 }
1350 }
1351 } 1337 }
1352 1338
1353 op->skill = skill; 1339 op->skill = skill;
1354 return 1; 1340 return 1;
1355} 1341}
1357/*************************************************************************** 1343/***************************************************************************
1358 * 1344 *
1359 * CURSE 1345 * CURSE
1360 * 1346 *
1361 ***************************************************************************/ 1347 ***************************************************************************/
1362
1363int 1348int
1364cast_curse (object *op, object *caster, object *spell_ob, int dir) 1349cast_curse (object *op, object *caster, object *spell_ob, int dir)
1365{ 1350{
1366 object *god = find_god (determine_god (op)); 1351 object *god = find_god (determine_god (op));
1367 object *tmp, *force; 1352 object *tmp, *force;
1445 force->stats.wc = spell_ob->stats.wc; 1430 force->stats.wc = spell_ob->stats.wc;
1446 1431
1447 change_abil (tmp, force); /* Mostly to display any messages */ 1432 change_abil (tmp, force); /* Mostly to display any messages */
1448 insert_ob_in_ob (force, tmp); 1433 insert_ob_in_ob (force, tmp);
1449 tmp->update_stats (); 1434 tmp->update_stats ();
1435
1450 return 1; 1436 return 1;
1451
1452} 1437}
1453 1438
1454/********************************************************************** 1439/**********************************************************************
1455 * mood change 1440 * mood change
1456 * Arguably, this may or may not be an attack spell. But since it 1441 * Arguably, this may or may not be an attack spell. But since it
1462 */ 1447 */
1463int 1448int
1464mood_change (object *op, object *caster, object *spell) 1449mood_change (object *op, object *caster, object *spell)
1465{ 1450{
1466 object *tmp, *god, *head; 1451 object *tmp, *god, *head;
1467 int done_one, range, mflags, level, at, best_at; 1452 int done_one, range, level, at, best_at;
1468 sint16 x, y, nx, ny;
1469 maptile *m;
1470 const char *race; 1453 const char *race;
1471 1454
1472 /* We precompute some values here so that we don't have to keep 1455 /* We precompute some values here so that we don't have to keep
1473 * doing it over and over again. 1456 * doing it over and over again.
1474 */ 1457 */
1475 god = find_god (determine_god (op)); 1458 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1459 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1460 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1461
1479 /* On the bright side, no monster should ever have a race of GOD_... 1462 /* On the bright side, no monster should ever have a race of GOD_...
1480 * so even if the player doesn't worship a god, if race=GOD_.., it 1463 * so even if the player doesn't worship a god, if race=GOD_.., it
1481 * won't ever match anything. 1464 * won't ever match anything.
1482 */ 1465 */
1483 if (!spell->race) 1466 if (!spell->race)
1484 race = NULL; 1467 race = NULL;
1485 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1468 else if (god && spell->race == shstr_GOD_SLAYING)
1486 race = god->slaying; 1469 race = god->slaying;
1487 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1470 else if (god && spell->race == shstr_GOD_FRIEND)
1488 race = god->race; 1471 race = god->race;
1489 else 1472 else
1490 race = spell->race; 1473 race = spell->race;
1491 1474
1492 for (x = op->x - range; x <= op->x + range; x++) 1475 dynbuf buf;
1493 for (y = op->y - range; y <= op->y + range; y++) 1476 unordered_mapwalk (buf, op, -range, -range, range, range)
1494 { 1477 {
1495 done_one = 0; 1478 mapspace &ms = m->at (nx, ny);
1496 m = op->map;
1497 nx = x;
1498 ny = y;
1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1500 if (mflags & P_OUT_OF_MAP)
1501 continue;
1502 1479
1503 /* If there is nothing living on this space, no need to go further */ 1480 /* If there is nothing living on this space, no need to go further */
1504 if (!(mflags & P_IS_ALIVE)) 1481 if (!ms.flags () & P_IS_ALIVE)
1505 continue; 1482 continue;
1506 1483
1507 // players can only affect spaces that they can actually see 1484 // players can only affect spaces that they can actually see
1485 if (caster
1508 if (caster && caster->contr 1486 && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70) 1487 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1510 continue; 1488 continue;
1511 1489
1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1490 for (tmp = ms.top; tmp; tmp = tmp->below)
1513 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1491 if (tmp->flag [FLAG_MONSTER])
1514 break; 1492 break;
1515 1493
1516 /* There can be living objects that are not monsters */ 1494 /* There can be living objects that are not monsters */
1517 if (!tmp || tmp->type == PLAYER) 1495 if (!tmp)
1518 continue; 1496 continue;
1519 1497
1520 /* Only the head has meaningful data, so resolve to that */ 1498 /* Only the head has meaningful data, so resolve to that */
1521 if (tmp->head)
1522 head = tmp->head; 1499 head = tmp->head_ ();
1523 else
1524 head = tmp;
1525 1500
1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1501 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1527 if (race && head->race && !strstr (race, head->race)) 1502 if (race && head->race && !strstr (race, head->race))
1528 continue; 1503 continue;
1529 1504
1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1505 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1531 continue; 1506 continue;
1532 1507
1533 /* Now do a bunch of stuff related to saving throws */ 1508 /* Now do a bunch of stuff related to saving throws */
1534 best_at = -1; 1509 best_at = -1;
1535 if (spell->attacktype) 1510 if (spell->attacktype)
1536 { 1511 {
1537 for (at = 0; at < NROFATTACKS; at++) 1512 for (at = 0; at < NROFATTACKS; at++)
1538 if (spell->attacktype & (1 << at)) 1513 if (spell->attacktype & (1 << at))
1539 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1514 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1540 best_at = at; 1515 best_at = at;
1541 1516
1542 if (best_at == -1) 1517 if (best_at == -1)
1543 at = 0; 1518 at = 0;
1544 else 1519 else
1545 { 1520 {
1546 if (head->resist[best_at] == 100) 1521 if (head->resist[best_at] == 100)
1547 continue; 1522 continue;
1548 else 1523 else
1549 at = head->resist[best_at] / 5; 1524 at = head->resist[best_at] / 5;
1550 } 1525 }
1526
1551 at -= level / 5; 1527 at -= level / 5;
1552 if (did_make_save (head, head->level, at)) 1528 if (did_make_save (head, head->level, at))
1553 continue; 1529 continue;
1554 } 1530 }
1555 else /* spell->attacktype */ 1531 else /* spell->attacktype */
1556 { 1532 {
1557 /* 1533 /*
1558 Spell has no attacktype (charm & such), so we'll have a specific saving: 1534 Spell has no attacktype (charm & such), so we'll have a specific saving:
1559 * if spell level < monster level, no go 1535 * if spell level < monster level, no go
1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1536 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561 1537
1562 The chance will then be in the range [20-70] percent, not too bad. 1538 The chance will then be in the range [20-70] percent, not too bad.
1563 1539
1564 This is required to fix the 'charm monster' abuse, where a player level 1 can 1540 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565 charm a level 125 monster... 1541 charm a level 125 monster...
1566 1542
1567 Ryo, august 14th 1543 Ryo, august 14th
1568 */ 1544 */
1569 if (head->level > level) 1545 if (head->level > level)
1570 continue; 1546 continue;
1571 1547
1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1548 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1573 /* Failed, no effect */ 1549 /* Failed, no effect */
1574 continue; 1550 continue;
1575 } 1551 }
1576 1552
1577 /* Done with saving throw. Now start affecting the monster */ 1553 /* Done with saving throw. Now start affecting the monster */
1554 done_one = 0;
1578 1555
1579 /* aggravation */ 1556 /* aggravation */
1580 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1557 if (QUERY_FLAG (spell, FLAG_MONSTER))
1581 { 1558 {
1582 CLEAR_FLAG (head, FLAG_SLEEP); 1559 CLEAR_FLAG (head, FLAG_SLEEP);
1583 remove_friendly_object (head); 1560 remove_friendly_object (head);
1584 done_one = 1; 1561 done_one = 1;
1585 head->enemy = op; 1562 head->enemy = op;
1586 } 1563 }
1587 1564
1588 /* calm monsters */ 1565 /* calm monsters */
1589 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1566 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1590 { 1567 {
1591 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1568 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1592 head->enemy = NULL; 1569 head->enemy = NULL;
1593 done_one = 1; 1570 done_one = 1;
1594 } 1571 }
1595 1572
1596 /* berserk monsters */ 1573 /* berserk monsters */
1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1574 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1598 { 1575 {
1599 SET_FLAG (head, FLAG_BERSERK); 1576 SET_FLAG (head, FLAG_BERSERK);
1600 done_one = 1; 1577 done_one = 1;
1601 } 1578 }
1602 1579
1603 /* charm */ 1580 /* charm */
1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1581 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1605 { 1582 {
1583 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1584
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1585 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 Typical use case is charm, go somwhere, use aggravation to make hostile. 1586 Typical use case is charm, go somwhere, use aggravation to make hostile.
1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1587 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1588 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1589 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1590 set_spell_skill (op, caster, spell, head);
1612 add_friendly_object (head); 1591 add_friendly_object (head);
1613 head->attack_movement = PETMOVE; 1592 head->attack_movement = PETMOVE;
1614 done_one = 1; 1593 done_one = 1;
1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1594 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1616 head->stats.exp = 0; 1595 head->stats.exp = 0;
1617 } 1596 }
1618 1597
1619 /* If a monster was effected, put an effect in */ 1598 /* If a monster was effected, put an effect in */
1620 if (done_one && spell->other_arch) 1599 if (done_one && spell->other_arch)
1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1600 m->insert (spell->other_arch->instance (), nx, ny, op);
1622 } /* for y */ 1601 }
1623 1602
1624 return 1; 1603 return 1;
1625} 1604}
1626
1627 1605
1628/* Move_ball_spell: This handles ball type spells that just sort of wander 1606/* Move_ball_spell: This handles ball type spells that just sort of wander
1629 * about. was called move_ball_lightning, but since more than the ball 1607 * about. was called move_ball_lightning, but since more than the ball
1630 * lightning spell used it, that seemed misnamed. 1608 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1609 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1610 * note that duration is handled by process_object() in time.c
1633 */ 1611 */
1634
1635void 1612void
1636move_ball_spell (object *op) 1613move_ball_spell (object *op)
1637{ 1614{
1638 int i, j, dam_save, dir, mflags; 1615 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1616 sint16 nx, ny, hx, hy;
1658 for (i = 1; i < 9; i++) 1635 for (i = 1; i < 9; i++)
1659 { 1636 {
1660 /* i bit 0: alters sign of offset 1637 /* i bit 0: alters sign of offset
1661 * other bits (i / 2): absolute value of offset 1638 * other bits (i / 2): absolute value of offset
1662 */ 1639 */
1663
1664 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1640 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1665 int tmpdir = absdir (op->direction + offset); 1641 int tmpdir = absdir (op->direction + offset);
1666 1642
1667 nx = op->x + freearr_x[tmpdir]; 1643 nx = op->x + freearr_x[tmpdir];
1668 ny = op->y + freearr_y[tmpdir]; 1644 ny = op->y + freearr_y[tmpdir];
1670 { 1646 {
1671 dir = tmpdir; 1647 dir = tmpdir;
1672 break; 1648 break;
1673 } 1649 }
1674 } 1650 }
1651
1675 if (dir == 0) 1652 if (dir == 0)
1676 { 1653 {
1677 nx = op->x; 1654 nx = op->x;
1678 ny = op->y; 1655 ny = op->y;
1679 m = op->map; 1656 m = op->map;
1705 1682
1706 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1683 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1707 { 1684 {
1708 if (j) 1685 if (j)
1709 op->stats.dam = dam_save / 2; 1686 op->stats.dam = dam_save / 2;
1687
1710 hit_map (op, j, op->attacktype, 1); 1688 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1689 }
1713 1690
1714 /* insert the other arch */ 1691 /* insert the other arch */
1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1692 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1693 m->insert (op->other_arch->instance (), hx, hy, op);
1717 } 1694 }
1718 1695
1719 /* restore to the center location and damage */ 1696 /* restore to the center location and damage */
1720 op->stats.dam = dam_save; 1697 op->stats.dam = dam_save;
1721 1698
1730 1707
1731 op->direction = i; 1708 op->direction = i;
1732 } 1709 }
1733} 1710}
1734 1711
1735
1736/* move_swarm_spell: peterm 1712/* move_swarm_spell: peterm
1737 * This is an implementation of the swarm spell. It was written for 1713 * This is an implementation of the swarm spell. It was written for
1738 * meteor swarm, but it could be used for any swarm. A swarm spell 1714 * meteor swarm, but it could be used for any swarm. A swarm spell
1739 * is a special type of object that casts swarms of other types 1715 * is a special type of object that casts swarms of other types
1740 * of spells. Which spell it casts is flexible. It fires the spells 1716 * of spells. Which spell it casts is flexible. It fires the spells
1741 * from a set of squares surrounding the caster, in a given direction. 1717 * from a set of squares surrounding the caster, in a given direction.
1742 */ 1718 */
1743
1744void 1719void
1745move_swarm_spell (object *op) 1720move_swarm_spell (object *op)
1746{ 1721{
1747#if 0 1722#if 0
1748 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1723 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1749 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1724 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1725 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1726 int adjustdir;
1752 maptile *m; 1727 maptile *m;
1753#endif 1728#endif
1754 int basedir;
1755 object *owner; 1729 object *owner = op->env;
1756 1730
1757 owner = op->owner; 1731 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1732 {
1733 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1734 op->destroy ();
1761 return; 1735 return;
1762 } 1736 }
1763 1737
1738 if (!op->duration || !owner->is_on_map ())
1739 {
1740 op->drop_and_destroy ();
1741 return;
1742 }
1743
1764 op->duration--; 1744 op->duration--;
1765 1745
1766 basedir = op->direction; 1746 int basedir = op->direction;
1767 if (basedir == 0) 1747 if (!basedir)
1768 { 1748 {
1769 /* spray in all directions! 8) */ 1749 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1750 op->facing = (op->facing + op->state) & 7;
1751 basedir = op->facing + 1;
1771 } 1752 }
1772 1753
1773#if 0 1754#if 0
1774 // this is bogus: it causes wrong places to be checked below 1755 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1756 // (a wall 2 cells away will block the effect...) and
1836 { 1817 {
1837 /* Bullet spells have a bunch more customization that needs to be done */ 1818 /* Bullet spells have a bunch more customization that needs to be done */
1838 if (op->spell->subtype == SP_BULLET) 1819 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1820 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1821 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1822 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1842 } 1823 }
1843} 1824}
1844
1845
1846
1847 1825
1848/* fire_swarm: 1826/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1827 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1828 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1829 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1832 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1833 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1834 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1835 * n: the number to be fired.
1858 */ 1836 */
1859
1860int 1837int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1838fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1839{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1840 if (!spell->other_arch)
1867 return 0; 1841 return 0;
1868 1842
1869 tmp = get_archetype (SWARM_SPELL); 1843 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1844
1871 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1872
1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1846 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1877 1849
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1880 return 1; 1852 return 1;
1881 1853
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1860 tmp->direction = dir;
1887 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1863
1889 tmp->insert_at (op, op); 1864 op->insert (tmp);
1865
1890 return 1; 1866 return 1;
1891} 1867}
1892
1893 1868
1894/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
1895 * function. 1870 * function.
1896 */ 1871 */
1897int 1872int
1902 int dam, mflags; 1877 int dam, mflags;
1903 maptile *m; 1878 maptile *m;
1904 1879
1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1906 1881
1907 if (!dir) 1882 if (dir)
1908 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1910 return 0;
1911 } 1883 {
1912
1913 x = op->x + freearr_x[dir]; 1884 x = op->x + freearr_x[dir];
1914 y = op->y + freearr_y[dir]; 1885 y = op->y + freearr_y[dir];
1915 m = op->map; 1886 m = op->map;
1916 1887
1917 mflags = get_map_flags (m, &m, x, y, &x, &y); 1888 mflags = get_map_flags (m, &m, x, y, &x, &y);
1918 1889
1919 if (mflags & P_OUT_OF_MAP) 1890 if (mflags & P_OUT_OF_MAP)
1920 { 1891 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1892 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1922 return 0; 1893 return 0;
1923 } 1894 }
1924 1895
1925 if (mflags & P_IS_ALIVE && spell->attacktype) 1896 if (mflags & P_IS_ALIVE && spell->attacktype)
1926 { 1897 {
1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1898 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1899 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 { 1900 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1901 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1902 if (target->head)
1932 target = target->head; 1903 target = target->head;
1904
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1905 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1906 return 1; /* one success only! */
1907 }
1935 } 1908 }
1936 }
1937 1909
1938 /* no live target, perhaps a wall is in the way? */ 1910 /* no live target, perhaps a wall is in the way? */
1939 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1911 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1940 { 1912 {
1941 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1942 return 0; 1914 return 0;
1915 }
1943 } 1916 }
1944 1917
1945 /* ok, looks groovy to just insert a new light on the map */ 1918 /* ok, looks groovy to just insert a new light on the map */
1946 tmp = arch_to_object (spell->other_arch); 1919 tmp = spell->other_arch->instance ();
1947 if (!tmp) 1920 if (!tmp)
1948 { 1921 {
1949 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1922 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1950 return 0; 1923 return 0;
1951 } 1924 }
1925
1952 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1926 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1927
1953 if (tmp->glow_radius) 1928 if (tmp->glow_radius)
1954 { 1929 tmp->set_glow_radius (
1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1930 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1956 if (tmp->glow_radius > MAX_LIGHT_RADII) 1931 );
1957 tmp->glow_radius = MAX_LIGHT_RADII;
1958 }
1959 1932
1933 if (dir)
1960 m->insert (tmp, x, y, op); 1934 m->insert (tmp, x, y, op);
1935 else
1936 caster->outer_env_or_self ()->insert (tmp);
1937
1961 return 1; 1938 return 1;
1962} 1939}
1963 1940
1964/* cast_cause_disease: this spell looks along <dir> from the 1941/* cast_cause_disease: this spell looks along <dir> from the
1965 * player and infects someone. 1942 * player and infects someone.
2013 { 1990 {
2014 /* search this square for a victim */ 1991 /* search this square for a victim */
2015 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1992 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2016 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1993 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2017 { /* found a victim */ 1994 { /* found a victim */
2018 object *disease = arch_to_object (spell->other_arch); 1995 object *disease = spell->other_arch->instance ();
2019 1996
2020 disease->set_owner (op); 1997 disease->set_owner (op);
2021 set_spell_skill (op, caster, spell, disease); 1998 set_spell_skill (op, caster, spell, disease);
2022 disease->stats.exp = 0; 1999 disease->stats.exp = 0;
2023 disease->level = caster_level (caster, spell); 2000 disease->level = casting_level (caster, spell);
2024 2001
2025 /* do level adjustments */ 2002 /* do level adjustments */
2026 if (disease->stats.wc) 2003 if (disease->stats.wc)
2027 disease->stats.wc += dur_mod / 2; 2004 disease->stats.wc += dur_mod / 2;
2028 2005
2073 if (infect_object (walk, disease, 1)) 2050 if (infect_object (walk, disease, 1))
2074 { 2051 {
2075 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2052 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2076 2053
2077 disease->destroy (); /* don't need this one anymore */ 2054 disease->destroy (); /* don't need this one anymore */
2078 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2055 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2079 return 1; 2056 return 1;
2080 } 2057 }
2081 2058
2082 disease->destroy (); 2059 disease->destroy ();
2083 } 2060 }

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