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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.85 by root, Tue Sep 1 22:40:26 2009 UTC vs.
Revision 1.118 by root, Sun Nov 18 15:19:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* This file contains all the spell attack code. Grouping this code 26/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 27 * together should hopefully make it easier to find the relevent bits
36/* this function checks to see if a spell pushes objects as well 38/* 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) 39 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
39 * op is the spell object. 41 * op is the spell object.
40 */ 42 */
41void 43static void
42check_spell_knockback (object *op) 44check_spell_knockback (object *op)
43{ 45{
44 int weight_move; 46 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46 48
58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
59 { 61 {
60 int num_sections = 1; 62 int num_sections = 1;
61 63
62 /* don't move DM */ 64 /* don't move DM */
63 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
64 return; 66 return;
65 67
66 /* don't move parts of objects */ 68 /* don't move parts of objects */
67 if (tmp->head) 69 if (tmp->head)
68 continue; 70 continue;
69 71
70 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 73 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
72 continue; 74 continue;
73 75
74 /* count the object's sections */ 76 /* count the object's sections */
75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++; 78 num_sections++;
85 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
86 frictionmod = 1; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
87 89
88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */ 91 { /* move it. */
90 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
91 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
92 * also be safe for objects. 94 * also be safe for objects.
93 * This does return if successful or not, but 95 * This does return if successful or not, but
94 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
95 * right now. 97 * right now.
96 */ 98 */
97 move_object (tmp, absdir (op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
98 } 100 }
99 101
100 } 102 }
101} 103}
102 104
107 ***************************************************************************/ 109 ***************************************************************************/
108 110
109/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 112 * is the first piece of the fork.
111 */ 113 */
112void 114static void
113forklightning (object *op, object *tmp) 115forklightning (object *op, object *tmp)
114{ 116{
115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 117 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 */ 118 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 119 maptile *m;
128 new_dir = -1; 130 new_dir = -1;
129 131
130 /* check the new dir for a wall and in the map */ 132 /* check the new dir for a wall and in the map */
131 t_dir = absdir (tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
132 134
133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP) 135 if (get_map_flags (tmp->map, &m, tmp->x + DIRX (t_dir), tmp->y + DIRY (t_dir), &sx, &sy) & P_OUT_OF_MAP)
134 return; 136 return;
135 137
136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 138 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
137 return; 139 return;
138 140
178 180
179 if (--op->range < 0) 181 if (--op->range < 0)
180 op->range = 0; 182 op->range = 0;
181 else 183 else
182 { 184 {
183 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
184 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
185 m = op->map; 187 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
187 189
188 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
189 return; 191 return;
193 * on the space. So only call reflwall if we think the data it returns 195 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 196 * will be useful.
195 */ 197 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 198 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 { 199 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 200 if (!op->flag [FLAG_REFLECTING])
199 return; 201 return;
200 202
201 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 218 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
220 */ 222 */
221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)], 223 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction - 1)),
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
223 225
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 226 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 227
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)], 228 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction + 1)),
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 230 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 231
230 if (left == right) 232 if (left == right)
231 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
232 else if (left) 234 else if (left)
246 tmp->speed_left = -0.1f; 248 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */ 249 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 250 tmp->duration++;
249 251
250 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 253 * going off in other directions.
252 */ 254 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
255 257
256 /* In this way, the object left behind sticks on the space, but 258 /* In this way, the object left behind sticks on the space, but
276 int mflags; 278 int mflags;
277 279
278 if (!spob->other_arch) 280 if (!spob->other_arch)
279 return 0; 281 return 0;
280 282
281 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
282 if (tmp == NULL) 284 if (tmp == NULL)
283 return 0; 285 return 0;
284 286
285 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 288 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
294 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
295 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
296 298
297 tmp->direction = dir; 299 tmp->direction = dir;
298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
299 SET_ANIMATION (tmp, dir); 301 tmp->set_anim_frame (dir);
300 302
301 tmp->set_owner (op); 303 tmp->set_owner (op);
302 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
303 305
304 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
305 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
306 tmp->map = op->map; 308 tmp->map = op->map;
307 309
308 maptile *newmap; 310 maptile *newmap;
309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 311 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
310 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
315 317
316 tmp->map = newmap; 318 tmp->map = newmap;
317 319
318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 { 321 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
321 { 323 {
322 tmp->drop_and_destroy (); 324 tmp->drop_and_destroy ();
323 return 0; 325 return 0;
324 } 326 }
325 327
363 { 365 {
364 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
365 { 367 {
366 sint16 dx, dy; 368 sint16 dx, dy;
367 369
368 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
369 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
370 372
371 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
372 * out of map, etc. 374 * out of map, etc.
373 */ 375 */
374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 376 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
375 { 377 {
376 object *tmp = op->clone (); 378 object *tmp = op->clone ();
388 390
389/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
391 * explode. 393 * explode.
392 */ 394 */
393void 395static void
394explode_bullet (object *op) 396explode_bullet (object *op)
395{ 397{
396 object *tmp, *owner; 398 object *tmp, *owner;
397 399
398 if (!op->other_arch) 400 if (!op->other_arch)
438 if (op->destroyed ()) 440 if (op->destroyed ())
439 return; 441 return;
440 } 442 }
441 443
442 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
444 446
445 tmp->set_owner (op); 447 tmp->set_owner (op);
446 tmp->skill = op->skill; 448 tmp->skill = op->skill;
447 449
448 owner = op->owner; 450 owner = op->owner;
520 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
521 return; 523 return;
522 524
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 526 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
526 { 528 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 529 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 530
529 // TODO: can't understand the following if's 531 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
531 { 533 {
532 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
533 { 535 {
534 op->destroy (); 536 op->destroy ();
535 return; 537 return;
536 } 538 }
537 } 539 }
545 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
546 */ 548 */
547void 549void
548move_bullet (object *op) 550move_bullet (object *op)
549{ 551{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 552#if 0
555 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
556 554
557 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
559 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
560 { 558 {
561 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
562 if (op->destroyed ()) 560 if (op->destroyed ())
573 op->destroy (); 571 op->destroy ();
574 572
575 return; 573 return;
576 } 574 }
577 575
578 new_x = op->x + DIRX (op); 576 mapxy pos (op);
579 new_y = op->y + DIRY (op); 577 pos.move (op->direction);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 578
583 if (mflags & P_OUT_OF_MAP) 579 if (!pos.normalise ())
584 { 580 {
585 op->destroy (); 581 op->destroy ();
586 return; 582 return;
587 } 583 }
588 584
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 585 mapspace &ms = pos.ms ();
586
587 ms.update ();
588
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
590 { 590 {
591 if (op->other_arch) 591 if (op->other_arch)
592 explode_bullet (op); 592 explode_bullet (op);
593 else 593 else
594 op->destroy (); 594 op->destroy ();
595 595
596 return; 596 return;
597 } 597 }
598 598
599 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = pos.insert (op, op)))
600 return; 600 return;
601 601
602 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
603 { 603 {
604 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
644 644
645 tmp->direction = dir; 645 tmp->direction = dir;
646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
647 SET_ANIMATION (tmp, dir); 647 tmp->set_anim_frame (dir);
648 648
649 tmp->set_owner (op); 649 tmp->set_owner (op);
650 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
651 651
652 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
653 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
654 tmp->map = op->map; 654 tmp->map = op->map;
655 655
656 maptile *newmap; 656 maptile *newmap;
657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
658 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
661 return 0; 661 return 0;
662 } 662 }
663 663
664 tmp->map = newmap; 664 tmp->map = newmap;
665 665
666 // in case the bullet has direction 0 we explode it in place.
667 // direction 0 is possible for instance when a poison cloud trap springs.
668 if (tmp->direction == 0)
669 {
670 if (tmp->other_arch
671 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
672 explode_bullet (tmp); // explode object will/should remove tmp
673 else
674 tmp->destroy ();
675
676 return 0;
677 }
678
666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 679 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
667 { 680 {
668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
669 { 682 {
670 tmp->destroy (); 683 tmp->destroy ();
671 return 0; 684 return 0;
672 } 685 }
673 686
688 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
689 * 702 *
690 *****************************************************************************/ 703 *****************************************************************************/
691 704
692/* drops an object based on what is in the cone's "other_arch" */ 705/* drops an object based on what is in the cone's "other_arch" */
693void 706static void
694cone_drop (object *op) 707cone_drop (object *op)
695{ 708{
696 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
697 710
698 new_ob->level = op->level; 711 new_ob->level = op->level;
699 new_ob->set_owner (op->owner); 712 new_ob->set_owner (op->owner);
700 713
701 /* preserve skill ownership */ 714 /* preserve skill ownership */
717 op->set_speed (0); 730 op->set_speed (0);
718 return; 731 return;
719 } 732 }
720 733
721 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
722 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
723 { 736 {
724 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
725 return; 738 return;
726 } 739 }
727 740
742 if (!op->is_on_map ()) 755 if (!op->is_on_map ())
743 return; 756 return;
744 757
745 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
746 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
747 * degree. 760 * degree.
748 */ 761 */
749 if (op->weight) 762 if (op->weight)
750 { 763 {
751 check_spell_knockback (op); 764 check_spell_knockback (op);
752 765
769 return; 782 return;
770 } 783 }
771 784
772 for (int i = -1; i <= 1; i++) 785 for (int i = -1; i <= 1; i++)
773 { 786 {
774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 787 sint16 x = op->x + DIRX (absdir (op->stats.sp + i)), y = op->y + DIRY (absdir (op->stats.sp + i));
775 788
776 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 789 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
777 { 790 {
778 object *tmp = op->clone (); 791 object *tmp = op->clone ();
779 792
808 MoveType movetype; 821 MoveType movetype;
809 822
810 if (!spell->other_arch) 823 if (!spell->other_arch)
811 return 0; 824 return 0;
812 825
813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 826 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
814 { 827 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 828 op->failmsg ("Your undead nature prevents you from turning undead!");
816 return 0; 829 return 0;
817 } 830 }
818 831
819 if (!dir) 832 if (!dir)
820 { 833 {
852 d = 8; 865 d = 8;
853 else 866 else
854 continue; 867 continue;
855 } 868 }
856 869
857 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
858 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
859 872
860 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) 873 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
861 continue; 874 continue;
862 875
863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
864 continue; 877 continue;
865 878
866 success = 1; 879 success = 1;
867 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
868 tmp->set_owner (op); 881 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = casting_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
872 885
940 * op is the original bomb object. 953 * op is the original bomb object.
941 */ 954 */
942void 955void
943animate_bomb (object *op) 956animate_bomb (object *op)
944{ 957{
945 if (op->state != NUM_ANIMATIONS (op) - 1) 958 if (op->state != op->anim_frames () - 1)
946 return; 959 return;
947 960
948 object *env = op->outer_env (); 961 object *env = op->outer_env ();
949 962
950 if (op->env) 963 if (op->env)
971 */ 984 */
972 if (archetype *at = archetype::find (SPLINT)) 985 if (archetype *at = archetype::find (SPLINT))
973 { 986 {
974 for (int i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
975 { 988 {
976 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 989 if (out_of_map (op->map, op->x + DIRX (i), op->y + DIRX (i)))
977 continue; 990 continue;
978 991
979 object *tmp = arch_to_object (at); 992 object *tmp = at->instance ();
980 tmp->direction = i; 993 tmp->direction = i;
981 tmp->range = op->range; 994 tmp->range = op->range;
982 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
983 tmp->duration = op->duration; 996 tmp->duration = op->duration;
984 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
985 tmp->set_owner (op); 998 tmp->set_owner (op);
986 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
987 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
988 1001
989 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
990 SET_ANIMATION (tmp, i); 1003 tmp->set_anim_frame (1);
991 1004
992 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
993 move_bullet (tmp); 1006 move_bullet (tmp);
994 } 1007 }
995 } 1008 }
996 1009
997 explode_bullet (op); 1010 explode_bullet (op);
1000int 1013int
1001create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1002{ 1015{
1003 object *tmp; 1016 object *tmp;
1004 int mflags; 1017 int mflags;
1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1018 sint16 dx = op->x + DIRX (dir), dy = op->y + DIRY (dir);
1006 maptile *m; 1019 maptile *m;
1007 1020
1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1021 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009 1022
1010 // when creating a bomb below ourself it should always work, even 1023 // when creating a bomb below ourself it should always work, even
1013 // to fix create bomb traps in doors, which cast with dir=0). 1026 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir) 1027 if (dir)
1015 { 1028 {
1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1029 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1017 { 1030 {
1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1019 return 0; 1032 return 0;
1020 } 1033 }
1021 } 1034 }
1022 1035
1023 tmp = arch_to_object (spell->other_arch); 1036 tmp = spell->other_arch->instance ();
1024 1037
1025 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1027 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1040 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1028 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1048 * dir is the direction to look in. 1061 * dir is the direction to look in.
1049 * range is how far out to look. 1062 * range is how far out to look.
1050 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1063 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1051 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1052 */ 1065 */
1053object * 1066static object *
1054get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1055{ 1068{
1056 object *target; 1069 object *target;
1057 sint16 x, y; 1070 sint16 x, y;
1058 int dist, mflags; 1071 int dist, mflags;
1061 if (dir == 0) 1074 if (dir == 0)
1062 return NULL; 1075 return NULL;
1063 1076
1064 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1065 { 1078 {
1066 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1067 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1068 mp = op->map; 1081 mp = op->map;
1069 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1070 1083
1071 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1072 return NULL; 1085 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1091 return NULL;
1079 1092
1080 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1081 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1094 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1082 if (QUERY_FLAG (target, FLAG_MONSTER)) 1095 if (target->flag [FLAG_MONSTER])
1083 return target; 1096 return target;
1084 } 1097 }
1085 1098
1086 return NULL; 1099 return NULL;
1087} 1100}
1088 1101
1089/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1090 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1091 * usual params - 1104 * usual params -
1092 * op = player 1105 * op = player
1093 * caster = object casting the spell. 1106 * caster = object casting the spell.
1094 * dir = direction being cast 1107 * dir = direction being cast
1095 * spell = spell object 1108 * spell = spell object
1097int 1110int
1098cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1099{ 1112{
1100 object *effect, *target; 1113 object *effect, *target;
1101 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1102 int range;
1103 1115
1104 range = spell->range + SP_level_range_adjust (caster, spell);
1105 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); 1116 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1106 1117
1107 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1108 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1109 * This makes this spell much more general purpose - it can be used 1120 * This makes this spell much more general purpose - it can be used
1110 * by wizards also, which is good, because I think this is a very 1121 * by wizards also, which is good, because I think this is a very
1111 * interesting spell. 1122 * interesting spell.
1112 * if it is a cleric spell, you need a god, and the creature 1123 * if it is a cleric spell, you need a god, and the creature
1117 || target->flag [FLAG_REFL_SPELL] 1128 || target->flag [FLAG_REFL_SPELL]
1118 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1119 || (god && target->title == god->name) 1130 || (god && target->title == god->name)
1120 || (god && target->race.contains (god->race))) 1131 || (god && target->race.contains (god->race)))
1121 { 1132 {
1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1123 return 0; 1134 return 0;
1124 } 1135 }
1125 1136
1126 if (spell->other_arch) 1137 if (spell->other_arch)
1127 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1128 else 1139 else
1129 return 0; 1140 return 0;
1130 1141
1131 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1132 effect->level = casting_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1135 { 1146 {
1136 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1137 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op)); 1148 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1138 else 1149 else
1139 { 1150 {
1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1141 return 0; 1152 return 0;
1142 } 1153 }
1143 } 1154 }
1144 1155
1145 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1149 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1150 { 1161 {
1151 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1152 1163
1153 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1154 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1155 { 1166 {
1156 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1157 { 1168 {
1158 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1159 effect->x = op->x; 1170 effect->x = op->x;
1229 1240
1230 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner); 1241 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1231 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1232 { 1243 {
1233 op->direction = i; 1244 op->direction = i;
1234 SET_ANIMATION (op, op->direction); 1245 op->set_anim_frame (op->direction);
1235 } 1246 }
1236 1247
1237 pos.insert (op, op); 1248 pos.insert (op, op);
1238} 1249}
1239 1250
1240/**************************************************************************** 1251/****************************************************************************
1241 * Destruction 1252 * Destruction
1242 ****************************************************************************/ 1253 ****************************************************************************/
1243 1254
1244/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1245 * we do this by creating a force and inserting it in the 1256 * we do this by creating a force and inserting it in the
1246 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1247 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1248 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1249 */ 1260 */
1250int 1261static int
1251make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1252{ 1263{
1253 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1254 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1255 return 0; 1266 return 0;
1256 1267
1257 object *tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1258 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1259 tmp->stats.food = time; 1270 tmp->stats.food = time;
1260 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius)); 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1262 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1263 1274
1264 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1265 op->set_glow_radius (tmp->glow_radius); 1276 op->set_glow_radius (tmp->glow_radius);
1274 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1285 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1276 1287
1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player (); 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1278 1289
1279 /* destruction doesn't use another spell object, so we need 1290 dynbuf buf;
1280 * update op's skill pointer so that exp is properly awarded.
1281 */
1282 const shstr skill = op->skill;
1283
1284 if (caster == op)
1285 op->skill = spell_ob->skill;
1286 else if (caster->skill)
1287 op->skill = caster->skill;
1288 else
1289 op->skill = 0;
1290
1291 op->change_skill (find_skill_by_name (op, op->skill));
1292
1293 unordered_mapwalk (op, -range, -range, range, range) 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1294 { 1292 {
1295 mapspace &ms = m->at (nx, ny); 1293 mapspace &ms = m->at (nx, ny);
1296 1294
1297 if (ms.flags () & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1297 {
1298 next = tmp->above;
1299
1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ()) 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1300 { 1301 {
1301 tmp = tmp->head_ (); 1302 tmp = tmp->head_ ();
1302 1303
1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ()) 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ()))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1305 { 1306 {
1306 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1307 { 1308 {
1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309 1310
1310 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op); 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1312 } 1313 }
1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100) 1314 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1314 { 1315 {
1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1317 } 1318 }
1318 } 1319 }
1319 } 1320 }
1321 }
1320 } 1322 }
1321 1323
1322 op->skill = skill;
1323 return 1; 1324 return 1;
1324} 1325}
1325 1326
1326/*************************************************************************** 1327/***************************************************************************
1327 * 1328 *
1328 * CURSE 1329 * CURSE
1329 * 1330 *
1330 ***************************************************************************/ 1331 ***************************************************************************/
1331
1332int 1332int
1333cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1334{ 1334{
1335 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1336 object *tmp, *force; 1336 object *tmp, *force;
1337 1337
1338 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1338 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1339 if (!tmp) 1339 if (!tmp)
1340 { 1340 {
1341 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1341 op->failmsg ("There is no one in that direction to curse.");
1342 return 0; 1342 return 0;
1343 } 1343 }
1344 1344
1345 tmp = tmp->head_ (); 1345 tmp = tmp->head_ ();
1346 1346
1361 } 1361 }
1362 } 1362 }
1363 1363
1364 if (!force) 1364 if (!force)
1365 { 1365 {
1366 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1367 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368 1368
1369 if (spell_ob->race) 1369 if (spell_ob->race)
1370 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1371 else 1371 else
1389 1389
1390 return 1; 1390 return 1;
1391 } 1391 }
1392 1392
1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1394 force->speed = 1.f;
1395 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1396 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1397 1397
1398 if (god) 1398 if (god)
1399 { 1399 {
1400 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1401 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1414 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1415 1415
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1417 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1418 tmp->update_stats (); 1418 tmp->update_stats ();
1419
1419 return 1; 1420 return 1;
1420
1421} 1421}
1422 1422
1423/********************************************************************** 1423/**********************************************************************
1424 * mood change 1424 * mood change
1425 * Arguably, this may or may not be an attack spell. But since it 1425 * Arguably, this may or may not be an attack spell. But since it
1454 else if (god && spell->race == shstr_GOD_FRIEND) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1455 race = god->race; 1455 race = god->race;
1456 else 1456 else
1457 race = spell->race; 1457 race = spell->race;
1458 1458
1459 dynbuf buf;
1459 unordered_mapwalk (op, -range, -range, range, range) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1460 { 1461 {
1461 mapspace &ms = m->at (nx, ny); 1462 mapspace &ms = m->at (nx, ny);
1462 1463
1463 /* If there is nothing living on this space, no need to go further */ 1464 /* If there is nothing living on this space, no need to go further */
1464 if (!ms.flags () & P_IS_ALIVE) 1465 if (!(ms.flags () & P_IS_ALIVE))
1465 continue; 1466 continue;
1466 1467
1467 // players can only affect spaces that they can actually see 1468 // players can only affect spaces that they can actually see
1468 if (caster 1469 if (caster
1469 && caster->contr 1470 && caster->contr
1483 1484
1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1485 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1485 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1486 continue; 1487 continue;
1487 1488
1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1489 continue; 1490 continue;
1490 1491
1491 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1492 best_at = -1; 1493 best_at = -1;
1493 if (spell->attacktype) 1494 if (spell->attacktype)
1526 Ryo, august 14th 1527 Ryo, august 14th
1527 */ 1528 */
1528 if (head->level > level) 1529 if (head->level > level)
1529 continue; 1530 continue;
1530 1531
1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1532 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1532 /* Failed, no effect */ 1533 /* Failed, no effect */
1533 continue; 1534 continue;
1534 } 1535 }
1535 1536
1536 /* Done with saving throw. Now start affecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0; 1538 done_one = 0;
1538 1539
1539 /* aggravation */ 1540 /* aggravation */
1540 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1541 { 1542 {
1542 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1543 remove_friendly_object (head); 1544 remove_friendly_object (head);
1544 done_one = 1; 1545 done_one = 1;
1545 head->enemy = op; 1546 head->enemy = op;
1546 } 1547 }
1547 1548
1548 /* calm monsters */ 1549 /* calm monsters */
1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1550 { 1551 {
1551 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1552 head->enemy = NULL; 1553 head->enemy = NULL;
1553 done_one = 1; 1554 done_one = 1;
1554 } 1555 }
1555 1556
1556 /* berserk monsters */ 1557 /* berserk monsters */
1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1558 { 1559 {
1559 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1560 done_one = 1; 1561 done_one = 1;
1561 } 1562 }
1562 1563
1563 /* charm */ 1564 /* charm */
1564 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1565 { 1566 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567 1568
1568 /* Prevent uncontrolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1569 Typical use case is charm, go somwhere, use aggravation to make hostile. 1570 Typical use case is charm, go somwhere, use aggravation to make hostile.
1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1571 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1571 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1572 head->set_owner (op); 1573 head->set_owner (op);
1573 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1574 add_friendly_object (head); 1575 add_friendly_object (head);
1575 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1576 done_one = 1; 1577 done_one = 1;
1578 head->stats.exp = 0; 1579 head->stats.exp = 0;
1579 } 1580 }
1580 1581
1581 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1582 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1584 } 1585 }
1585 1586
1586 return 1; 1587 return 1;
1587} 1588}
1588 1589
1621 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1622 */ 1623 */
1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1624 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1625 1626
1626 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1627 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1628 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 1629 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1629 { 1630 {
1630 dir = tmpdir; 1631 dir = tmpdir;
1631 break; 1632 break;
1632 } 1633 }
1639 m = op->map; 1640 m = op->map;
1640 } 1641 }
1641 1642
1642 m->insert (op, nx, ny, op); 1643 m->insert (op, nx, ny, op);
1643 1644
1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1645 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1645 surrounding squares */ 1646 surrounding squares */
1646 1647
1647 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1648 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1649 * the surround spaces. 1650 * the surround spaces.
1650 */ 1651 */
1651 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1652 { 1653 {
1653 hx = nx + freearr_x[j]; 1654 hx = nx + DIRX (j);
1654 hy = ny + freearr_y[j]; 1655 hy = ny + DIRY (j);
1655 1656
1656 m = op->map; 1657 m = op->map;
1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1658 1659
1659 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1671 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1672 } 1673 }
1673 1674
1674 /* insert the other arch */ 1675 /* insert the other arch */
1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1676 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1676 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1677 } 1678 }
1678 1679
1679 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1680 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1681 1682
1682 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1683 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1683 1684
1684 if (i >= 0) 1685 if (i >= 0)
1685 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1686 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1687 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1688 if (get_map_flags (op->map, &m, nx + DIRX (i), ny + DIRY (i), &hx, &hy) & P_OUT_OF_MAP ||
1688 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1689 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1690 1691
1691 op->direction = i; 1692 op->direction = i;
1692 } 1693 }
1693} 1694}
1694 1695
1695/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1696 * This is an implementation of the swarm spell. It was written for 1697 * This is an implementation of the swarm spell. It was written for
1697 * meteor swarm, but it could be used for any swarm. A swarm spell 1698 * meteor swarm, but it could be used for any swarm. A swarm spell
1698 * is a special type of object that casts swarms of other types 1699 * is a special type of object that casts swarms of other types
1699 * of spells. Which spell it casts is flexible. It fires the spells 1700 * of spells. Which spell it casts is flexible. It fires the spells
1700 * from a set of squares surrounding the caster, in a given direction. 1701 * from a set of squares surrounding the caster, in a given direction.
1701 */ 1702 */
1702void 1703void
1703move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1704{ 1705{
1705#if 0 1706#if 0
1741 // space. 1742 // space.
1742 // should be fixed later, but correctness before features... 1743 // should be fixed later, but correctness before features...
1743 // (schmorp) 1744 // (schmorp)
1744 1745
1745 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1746 * more uniform 1747 * more uniform
1747 */ 1748 */
1748 if (op->duration) 1749 if (op->duration)
1749 { 1750 {
1750 if (basedir & 1) 1751 if (basedir & 1)
1751 { 1752 {
1759 else 1760 else
1760 { 1761 {
1761 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1762 } 1763 }
1763 1764
1764 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1765 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1766 1767
1767 /* back up one space so we can hit point-blank targets, but this 1768 /* back up one space so we can hit point-blank targets, but this
1768 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1769 */ 1770 */
1770 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1771 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1772 1773
1773 1774
1774 /* spell pointer is set up for the spell this casts. Since this 1775 /* spell pointer is set up for the spell this casts. Since this
1775 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1776 * it is unlikely to disappear by the time we need it. However, 1777 * it is unlikely to disappear by the time we need it. However,
1807} 1808}
1808 1809
1809/* fire_swarm: 1810/* fire_swarm:
1810 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1811 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1812 * the parts of the swarm. 1813 * the parts of the swarm.
1813 * 1814 *
1814 * op: the owner 1815 * op: the owner
1815 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1816 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1817 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1862 1863
1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1864 1865
1865 if (dir) 1866 if (dir)
1866 { 1867 {
1867 x = op->x + freearr_x[dir]; 1868 x = op->x + DIRX (dir);
1868 y = op->y + freearr_y[dir]; 1869 y = op->y + DIRY (dir);
1869 m = op->map; 1870 m = op->map;
1870 1871
1871 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1872 1873
1873 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1874 { 1875 {
1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
1876 return 0; 1877 return 0;
1877 } 1878 }
1878 1879
1879 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1880 { 1881 {
1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1882 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1882 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
1883 { 1884 {
1884 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1885 if (target->head) 1886 if (target->head)
1886 target = target->head; 1887 target = target->head;
1887 1888
1891 } 1892 }
1892 1893
1893 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1895 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1895 { 1896 {
1896 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
1897 return 0; 1898 return 0;
1898 } 1899 }
1899 } 1900 }
1900 1901
1901 /* ok, looks groovy to just insert a new light on the map */ 1902 /* ok, looks groovy to just insert a new light on the map */
1902 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1903 if (!tmp) 1904 if (!tmp)
1904 { 1905 {
1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1906 return 0; 1907 return 0;
1907 } 1908 }
1914 ); 1915 );
1915 1916
1916 if (dir) 1917 if (dir)
1917 m->insert (tmp, x, y, op); 1918 m->insert (tmp, x, y, op);
1918 else 1919 else
1919 caster->outer_env ()->insert (tmp); 1920 caster->outer_env_or_self ()->insert (tmp);
1920 1921
1921 return 1; 1922 return 1;
1922} 1923}
1923 1924
1924/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1925 * player and infects someone. 1926 * player and infects someone.
1926 * op is the player/monster, caster is the object, dir is the direction 1927 * op is the player/monster, caster is the object, dir is the direction
1927 * to cast, disease_arch is the specific disease, and type is the spell number 1928 * to cast, disease_arch is the specific disease, and type is the spell number
1928 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1929 */ 1930 */
1930int 1931int
1936 maptile *m; 1937 maptile *m;
1937 1938
1938 x = op->x; 1939 x = op->x;
1939 y = op->y; 1940 y = op->y;
1940 1941
1941 /* If casting from a scroll, no direction will be available, so refer to the 1942 /* If casting from a scroll, no direction will be available, so refer to the
1942 * direction the player is pointing. 1943 * direction the player is pointing.
1943 */ 1944 */
1944 if (!dir) 1945 if (!dir)
1945 dir = op->facing; 1946 dir = op->facing;
1946 1947
1953 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
1954 1955
1955 /* search in a line for a victim */ 1956 /* search in a line for a victim */
1956 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
1957 { 1958 {
1958 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
1959 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
1960 m = op->map; 1961 m = op->map;
1961 1962
1962 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
1963 1964
1964 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
1971 /* Only bother looking on this space if there is something living here */ 1972 /* Only bother looking on this space if there is something living here */
1972 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
1973 { 1974 {
1974 /* search this square for a victim */ 1975 /* search this square for a victim */
1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1976 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1976 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1977 { /* found a victim */ 1978 { /* found a victim */
1978 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
1979 1980
1980 disease->set_owner (op); 1981 disease->set_owner (op);
1981 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
1982 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
1983 disease->level = casting_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
1984 1985
1985 /* do level adjustments */ 1986 /* do level adjustments */
1986 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
1987 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
1988 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
1989 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
1990 disease->magic += dur_mod / 8;
1991
1992 if (disease->stats.maxhp > 0)
1993 disease->stats.maxhp += dur_mod;
1994
1995 if (disease->stats.maxgrace > 0)
1996 disease->stats.maxgrace += dur_mod;
1997
1998 if (disease->stats.dam)
1999 {
2000 if (disease->stats.dam > 0)
2001 disease->stats.dam += dam_mod;
2002 else
2003 disease->stats.dam -= dam_mod;
2004 }
2005 1991
2006 if (disease->last_sp) 1992 if (disease->last_sp)
2007 { 1993 {
2008 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2009 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2010 disease->last_sp = 1; 1997 disease->last_sp = 1;
2011 } 1998 }
2012 1999
2013 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2014 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2015 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2016 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2017 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2018 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2019 }
2020
2021 if (disease->stats.ac)
2022 disease->stats.ac += dam_mod;
2023
2024 if (disease->last_eat)
2025 disease->last_eat -= dam_mod;
2026
2027 if (disease->stats.hp)
2028 disease->stats.hp -= dam_mod;
2029
2030 if (disease->stats.sp)
2031 disease->stats.sp -= dam_mod;
2032 2006
2033 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2034 { 2008 {
2035 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2009 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2036 2010
2037 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2038 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2039 return 1; 2013 return 1;
2040 } 2014 }
2041 2015
2042 disease->destroy (); 2016 disease->destroy ();
2043 } 2017 }

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