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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.64 by root, Mon Sep 29 06:32:09 2008 UTC vs.
Revision 1.94 by root, Fri Dec 18 03:49:46 2009 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 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 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 */
46 47
107 ***************************************************************************/ 108 ***************************************************************************/
108 109
109/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 111 * is the first piece of the fork.
111 */ 112 */
112void 113static void
113forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
114{ 115{
115 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 */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 118 maptile *m;
165 sint16 x, y; 166 sint16 x, y;
166 maptile *m; 167 maptile *m;
167 168
168 if (--op->duration < 0) 169 if (--op->duration < 0)
169 { 170 {
170 op->destroy (); 171 op->drop_and_destroy ();
171 return; 172 return;
172 } 173 }
173 174
174 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
175 176
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
282 if (tmp == NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 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);
307 308
308 maptile *newmap; 309 maptile *newmap;
309 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);
310 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
311 { 312 {
312 tmp->destroy (); 313 tmp->drop_and_destroy ();
313 return 0; 314 return 0;
314 } 315 }
315 316
316 tmp->map = newmap; 317 tmp->map = newmap;
317 318
318 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)))
319 { 320 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
321 { 322 {
322 tmp->destroy (); 323 tmp->drop_and_destroy ();
323 return 0; 324 return 0;
324 } 325 }
325 326
326 tmp->x = op->x; 327 tmp->x = op->x;
327 tmp->y = op->y; 328 tmp->y = op->y;
388 389
389/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
391 * explode. 392 * explode.
392 */ 393 */
393void 394static void
394explode_bullet (object *op) 395explode_bullet (object *op)
395{ 396{
396 object *tmp, *owner; 397 object *tmp, *owner;
397 398
398 if (!op->other_arch) 399 if (!op->other_arch)
438 if (op->destroyed ()) 439 if (op->destroyed ())
439 return; 440 return;
440 } 441 }
441 442
442 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
444 445
445 tmp->set_owner (op); 446 tmp->set_owner (op);
446 tmp->skill = op->skill; 447 tmp->skill = op->skill;
447 448
448 owner = op->owner; 449 owner = op->owner;
449 450
450 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))
451 { 455 {
452 op->destroy (); 456 op->destroy ();
453 return; 457 return;
454 } 458 }
455 459
521 { 525 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 527 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525 529
530 // TODO: can't understand the following if's
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 532 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 534 {
530 op->destroy (); 535 op->destroy ();
541 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
542 */ 547 */
543void 548void
544move_bullet (object *op) 549move_bullet (object *op)
545{ 550{
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550#if 0 551#if 0
551 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
552 553
553 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
569 op->destroy (); 570 op->destroy ();
570 571
571 return; 572 return;
572 } 573 }
573 574
574 new_x = op->x + DIRX (op); 575 mapxy pos (op);
575 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 577
579 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
580 { 579 {
581 op->destroy (); 580 op->destroy ();
582 return; 581 return;
583 } 582 }
584 583
585 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))
586 { 589 {
587 if (op->other_arch) 590 if (op->other_arch)
588 explode_bullet (op); 591 explode_bullet (op);
589 else 592 else
590 op->destroy (); 593 op->destroy ();
591 594
592 return; 595 return;
593 } 596 }
594 597
595 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
596 return; 599 return;
597 600
598 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
599 { 602 {
600 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
684 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
685 * 688 *
686 *****************************************************************************/ 689 *****************************************************************************/
687 690
688/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
689void 692static void
690cone_drop (object *op) 693cone_drop (object *op)
691{ 694{
692 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = op->other_arch->instance ();
693 696
694 new_ob->level = op->level; 697 new_ob->level = op->level;
695 new_ob->set_owner (op->owner); 698 new_ob->set_owner (op->owner);
696 699
697 /* preserve skill ownership */ 700 /* preserve skill ownership */
733 } 736 }
734#endif 737#endif
735 738
736 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
737 740
741 if (!op->is_on_map ())
742 return;
743
738 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
740 * degree. 746 * degree.
741 */ 747 */
742 if (op->weight) 748 if (op->weight)
749 {
743 check_spell_knockback (op); 750 check_spell_knockback (op);
744 751
745 if (op->destroyed ()) 752 if (!op->is_on_map ())
746 return; 753 return;
754 }
747 755
748 if (op->duration-- < 0) 756 if (op->duration-- < 0)
749 { 757 {
750 op->destroy (); 758 op->destroy ();
751 return; 759 return;
819 */ 827 */
820 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
821 829
822 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
823 { 831 {
824 sint16 x, y, d; 832 sint16 x, y;
825 833
826 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
827 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
828 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
829 * to hit that person. 837 * to hit that person.
830 */ 838 */
831 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836 840
837 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
838 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
857 861
858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
859 continue; 863 continue;
860 864
861 success = 1; 865 success = 1;
862 tmp = arch_to_object (spell->other_arch); 866 tmp = spell->other_arch->instance ();
863 tmp->set_owner (op); 867 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = casting_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
867 871
942 946
943 object *env = op->outer_env (); 947 object *env = op->outer_env ();
944 948
945 if (op->env) 949 if (op->env)
946 { 950 {
947 if (env->map == NULL) 951 if (!env->map)
948 return; 952 return;
949 953
950 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
951 return; 955 return;
952 } 956 }
953 957
954 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
955 // on a safe map. I don't like this special casing, but it seems to be neccessary 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
956 // as bombs can be carried. 960 // as bombs can be carried.
957 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
958 { 962 {
959 op->destroy (); 963 op->destroy ();
960 return; 964 return;
961 } 965 }
962 966
969 for (int i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
970 { 974 {
971 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
972 continue; 976 continue;
973 977
974 object *tmp = arch_to_object (at); 978 object *tmp = at->instance ();
975 tmp->direction = i; 979 tmp->direction = i;
976 tmp->range = op->range; 980 tmp->range = op->range;
977 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
978 tmp->duration = op->duration; 982 tmp->duration = op->duration;
979 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
999 int mflags; 1003 int mflags;
1000 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1001 maptile *m; 1005 maptile *m;
1002 1006
1003 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1005 { 1016 {
1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1007 return 0; 1018 return 0;
1019 }
1008 } 1020 }
1009 1021
1010 tmp = arch_to_object (spell->other_arch); 1022 tmp = spell->other_arch->instance ();
1011 1023
1012 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1014 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1035 * dir is the direction to look in. 1047 * dir is the direction to look in.
1036 * range is how far out to look. 1048 * range is how far out to look.
1037 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1038 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1039 */ 1051 */
1040object * 1052static object *
1041get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1042{ 1054{
1043 object *target; 1055 object *target;
1044 sint16 x, y; 1056 sint16 x, y;
1045 int dist, mflags; 1057 int dist, mflags;
1098 * interesting spell. 1110 * interesting spell.
1099 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1100 * can't be friendly to your god. 1112 * can't be friendly to your god.
1101 */ 1113 */
1102 1114
1103 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1104 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1105 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1106 { 1120 {
1107 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1108 return 0; 1122 return 0;
1109 } 1123 }
1110 1124
1111 if (spell->other_arch) 1125 if (spell->other_arch)
1112 effect = arch_to_object (spell->other_arch); 1126 effect = spell->other_arch->instance ();
1113 else 1127 else
1114 return 0; 1128 return 0;
1115 1129
1116 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1117 effect->level = casting_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1118 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1120 { 1134 {
1121 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1123 else 1137 else
1124 { 1138 {
1125 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1126 return 0; 1140 return 0;
1127 } 1141 }
1179void 1193void
1180move_missile (object *op) 1194move_missile (object *op)
1181{ 1195{
1182 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1183 { 1197 {
1184 op->destroy (); 1198 op->drop_and_destroy ();
1185 return; 1199 return;
1186 } 1200 }
1187 1201
1188 mapxy pos (op); 1202 mapxy pos (op);
1189 pos.move (op->direction); 1203 pos.move (op->direction);
1230 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1231 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1232 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1233 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1234 */ 1248 */
1235int 1249static int
1236make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1237{ 1251{
1238 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1239 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1240 return 0; 1254 return 0;
1241 1255
1242 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1243 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1244 tmp->stats.food = time; 1258 tmp->stats.food = time;
1245 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1246 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1248 tmp->glow_radius = MAX_LIGHT_RADII;
1249
1250 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1251 1262
1252 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1253 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1254 1265
1255 return 1; 1266 return 1;
1256} 1267}
1257 1268
1258int 1269int
1259cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1260{ 1271{
1261 int i, j, range, mflags, friendly = 0, dam, dur;
1262 sint16 sx, sy;
1263 maptile *m;
1264 object *tmp;
1265 const char *skill;
1266
1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1268 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1269 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1271 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1272 1277
1273 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1274 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1275 * We do some shortcuts here - since this is just temporary
1276 * and we'll reset the values back, we don't need to go through
1277 * the full share string/free_string route.
1278 */ 1280 */
1279 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1280 if (caster == op) 1283 if (caster == op)
1281 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1282 else if (caster->skill) 1285 else if (caster->skill)
1283 op->skill = caster->skill; 1286 op->skill = caster->skill;
1284 else 1287 else
1285 op->skill = NULL; 1288 op->skill = 0;
1286 1289
1287 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1288 1291
1289 for (i = -range; i <= range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1290 { 1293 {
1291 for (j = -range; j <= range; j++) 1294 mapspace &ms = m->at (nx, ny);
1292 {
1293 m = op->map;
1294 sx = op->x + i;
1295 sy = op->y + j;
1296 1295
1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1298 if (mflags & P_OUT_OF_MAP)
1299 continue;
1300
1301 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1302 { 1298 {
1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 next = tmp->above;
1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1305 break;
1306 1300
1307 if (tmp) 1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1308 { 1302 {
1309 if (tmp->head)
1310 tmp = tmp->head; 1303 tmp = tmp->head_ ();
1311 1304
1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1314 { 1307 {
1315 if (spell_ob->subtype == SP_DESTRUCTION) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1316 { 1309 {
1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318 1311
1319 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1321 } 1314 }
1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1323 { 1316 {
1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1326 } 1319 }
1327 } 1320 }
1328 } 1321 }
1329 } 1322 }
1330 }
1331 } 1323 }
1332 1324
1333 op->skill = skill; 1325 op->skill = skill;
1334 return 1; 1326 return 1;
1335} 1327}
1337/*************************************************************************** 1329/***************************************************************************
1338 * 1330 *
1339 * CURSE 1331 * CURSE
1340 * 1332 *
1341 ***************************************************************************/ 1333 ***************************************************************************/
1342
1343int 1334int
1344cast_curse (object *op, object *caster, object *spell_ob, int dir) 1335cast_curse (object *op, object *caster, object *spell_ob, int dir)
1345{ 1336{
1346 object *god = find_god (determine_god (op)); 1337 object *god = find_god (determine_god (op));
1347 object *tmp, *force; 1338 object *tmp, *force;
1425 force->stats.wc = spell_ob->stats.wc; 1416 force->stats.wc = spell_ob->stats.wc;
1426 1417
1427 change_abil (tmp, force); /* Mostly to display any messages */ 1418 change_abil (tmp, force); /* Mostly to display any messages */
1428 insert_ob_in_ob (force, tmp); 1419 insert_ob_in_ob (force, tmp);
1429 tmp->update_stats (); 1420 tmp->update_stats ();
1421
1430 return 1; 1422 return 1;
1431
1432} 1423}
1433 1424
1434/********************************************************************** 1425/**********************************************************************
1435 * mood change 1426 * mood change
1436 * Arguably, this may or may not be an attack spell. But since it 1427 * Arguably, this may or may not be an attack spell. But since it
1442 */ 1433 */
1443int 1434int
1444mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1445{ 1436{
1446 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1447 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1448 sint16 x, y, nx, ny;
1449 maptile *m;
1450 const char *race; 1439 const char *race;
1451 1440
1452 /* We precompute some values here so that we don't have to keep 1441 /* We precompute some values here so that we don't have to keep
1453 * doing it over and over again. 1442 * doing it over and over again.
1454 */ 1443 */
1460 * so even if the player doesn't worship a god, if race=GOD_.., it 1449 * so even if the player doesn't worship a god, if race=GOD_.., it
1461 * won't ever match anything. 1450 * won't ever match anything.
1462 */ 1451 */
1463 if (!spell->race) 1452 if (!spell->race)
1464 race = NULL; 1453 race = NULL;
1465 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1454 else if (god && spell->race == shstr_GOD_SLAYING)
1466 race = god->slaying; 1455 race = god->slaying;
1467 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && spell->race == shstr_GOD_FRIEND)
1468 race = god->race; 1457 race = god->race;
1469 else 1458 else
1470 race = spell->race; 1459 race = spell->race;
1471 1460
1472 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1473 for (y = op->y - range; y <= op->y + range; y++)
1474 { 1462 {
1475 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1476 m = op->map;
1477 nx = x;
1478 ny = y;
1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1480 if (mflags & P_OUT_OF_MAP)
1481 continue;
1482 1464
1483 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1484 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1485 continue; 1467 continue;
1486 1468
1487 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1488 if (caster && caster->contr 1471 && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1490 continue; 1473 continue;
1491 1474
1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1493 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1494 break; 1477 break;
1495 1478
1496 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1497 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1498 continue; 1481 continue;
1499 1482
1500 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1501 if (tmp->head)
1502 head = tmp->head; 1484 head = tmp->head_ ();
1503 else
1504 head = tmp;
1505 1485
1506 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1507 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1508 continue; 1488 continue;
1509 1489
1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1511 continue; 1491 continue;
1512 1492
1513 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1514 best_at = -1; 1494 best_at = -1;
1515 if (spell->attacktype) 1495 if (spell->attacktype)
1516 { 1496 {
1517 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1518 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1519 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1520 best_at = at; 1500 best_at = at;
1521 1501
1522 if (best_at == -1) 1502 if (best_at == -1)
1523 at = 0; 1503 at = 0;
1524 else 1504 else
1525 { 1505 {
1526 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1527 continue; 1507 continue;
1528 else 1508 else
1529 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1530 } 1510 }
1511
1531 at -= level / 5; 1512 at -= level / 5;
1532 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1533 continue; 1514 continue;
1534 } 1515 }
1535 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1536 { 1517 {
1537 /* 1518 /*
1538 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1539 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1540 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1541 1522
1542 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1543 1524
1544 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1545 charm a level 125 monster... 1526 charm a level 125 monster...
1546 1527
1547 Ryo, august 14th 1528 Ryo, august 14th
1548 */ 1529 */
1549 if (head->level > level) 1530 if (head->level > level)
1550 continue; 1531 continue;
1551 1532
1552 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1553 /* Failed, no effect */ 1534 /* Failed, no effect */
1554 continue; 1535 continue;
1555 } 1536 }
1556 1537
1557 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1558 1540
1559 /* aggravation */ 1541 /* aggravation */
1560 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1561 { 1543 {
1562 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1563 remove_friendly_object (head); 1545 remove_friendly_object (head);
1564 done_one = 1; 1546 done_one = 1;
1565 head->enemy = op; 1547 head->enemy = op;
1566 } 1548 }
1567 1549
1568 /* calm monsters */ 1550 /* calm monsters */
1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1570 { 1552 {
1571 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1572 head->enemy = NULL; 1554 head->enemy = NULL;
1573 done_one = 1; 1555 done_one = 1;
1574 } 1556 }
1575 1557
1576 /* berserk monsters */ 1558 /* berserk monsters */
1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1578 { 1560 {
1579 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1580 done_one = 1; 1562 done_one = 1;
1581 } 1563 }
1582 1564
1583 /* charm */ 1565 /* charm */
1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1585 { 1567 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587 1569
1588 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1589 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1590 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1591 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1592 head->set_owner (op); 1574 head->set_owner (op);
1593 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1594 add_friendly_object (head); 1576 add_friendly_object (head);
1595 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1596 done_one = 1; 1578 done_one = 1;
1597 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1598 head->stats.exp = 0; 1580 head->stats.exp = 0;
1599 } 1581 }
1600 1582
1601 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1602 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (spell->other_arch->instance (), nx, ny, op);
1604 } /* for y */ 1586 }
1605 1587
1606 return 1; 1588 return 1;
1607} 1589}
1608
1609 1590
1610/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander
1611 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1612 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1613 * op is the spell effect. 1594 * op is the spell effect.
1639 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1640 { 1621 {
1641 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1642 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1643 */ 1624 */
1644
1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1646 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1647 1627
1648 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1649 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1651 { 1631 {
1652 dir = tmpdir; 1632 dir = tmpdir;
1653 break; 1633 break;
1654 } 1634 }
1655 } 1635 }
1636
1656 if (dir == 0) 1637 if (dir == 0)
1657 { 1638 {
1658 nx = op->x; 1639 nx = op->x;
1659 ny = op->y; 1640 ny = op->y;
1660 m = op->map; 1641 m = op->map;
1692 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1693 } 1674 }
1694 1675
1695 /* insert the other arch */ 1676 /* insert the other arch */
1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1677 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1697 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1678 m->insert (op->other_arch->instance (), hx, hy, op);
1698 } 1679 }
1699 1680
1700 /* restore to the center location and damage */ 1681 /* restore to the center location and damage */
1701 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1702 1683
1739 return; 1720 return;
1740 } 1721 }
1741 1722
1742 if (!op->duration || !owner->is_on_map ()) 1723 if (!op->duration || !owner->is_on_map ())
1743 { 1724 {
1744 op->destroy (); 1725 op->drop_and_destroy ();
1745 return; 1726 return;
1746 } 1727 }
1747 1728
1748 op->duration--; 1729 op->duration--;
1749 1730
1881 int dam, mflags; 1862 int dam, mflags;
1882 maptile *m; 1863 maptile *m;
1883 1864
1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1885 1866
1886 if (!dir) 1867 if (dir)
1887 {
1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1889 return 0;
1890 } 1868 {
1891
1892 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1893 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1894 m = op->map; 1871 m = op->map;
1895 1872
1896 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1897 1874
1898 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1899 { 1876 {
1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1901 return 0; 1878 return 0;
1902 } 1879 }
1903 1880
1904 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1905 { 1882 {
1906 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1907 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (QUERY_FLAG (target, FLAG_MONSTER))
1908 { 1885 {
1909 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1910 if (target->head) 1887 if (target->head)
1911 target = target->head; 1888 target = target->head;
1912 1889
1913 hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1914 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1915 } 1893 }
1916 }
1917 1894
1918 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1919 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1920 { 1897 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1922 return 0; 1899 return 0;
1900 }
1923 } 1901 }
1924 1902
1925 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
1926 tmp = arch_to_object (spell->other_arch); 1904 tmp = spell->other_arch->instance ();
1927 if (!tmp) 1905 if (!tmp)
1928 { 1906 {
1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1930 return 0; 1908 return 0;
1931 } 1909 }
1910
1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1933 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1934 { 1914 tmp->set_glow_radius (
1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1915 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1936 if (tmp->glow_radius > MAX_LIGHT_RADII) 1916 );
1937 tmp->glow_radius = MAX_LIGHT_RADII;
1938 }
1939 1917
1918 if (dir)
1940 m->insert (tmp, x, y, op); 1919 m->insert (tmp, x, y, op);
1920 else
1921 caster->outer_env_or_self ()->insert (tmp);
1922
1941 return 1; 1923 return 1;
1942} 1924}
1943 1925
1944/* cast_cause_disease: this spell looks along <dir> from the 1926/* cast_cause_disease: this spell looks along <dir> from the
1945 * player and infects someone. 1927 * player and infects someone.
1993 { 1975 {
1994 /* search this square for a victim */ 1976 /* search this square for a victim */
1995 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1977 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1996 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1978 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1997 { /* found a victim */ 1979 { /* found a victim */
1998 object *disease = arch_to_object (spell->other_arch); 1980 object *disease = spell->other_arch->instance ();
1999 1981
2000 disease->set_owner (op); 1982 disease->set_owner (op);
2001 set_spell_skill (op, caster, spell, disease); 1983 set_spell_skill (op, caster, spell, disease);
2002 disease->stats.exp = 0; 1984 disease->stats.exp = 0;
2003 disease->level = casting_level (caster, spell); 1985 disease->level = casting_level (caster, spell);
2053 if (infect_object (walk, disease, 1)) 2035 if (infect_object (walk, disease, 1))
2054 { 2036 {
2055 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2037 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2056 2038
2057 disease->destroy (); /* don't need this one anymore */ 2039 disease->destroy (); /* don't need this one anymore */
2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2040 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2059 return 1; 2041 return 1;
2060 } 2042 }
2061 2043
2062 disease->destroy (); 2044 disease->destroy ();
2063 } 2045 }

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