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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.24 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.88 by root, Mon Oct 12 14:00:59 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 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
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41
42void 42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114
115void 113void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
144 142
145 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->x = sx;
153 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 153 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
160} 157}
161 158
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
164 */ 161 */
165
166void 162void
167move_bolt (object *op) 163move_bolt (object *op)
168{ 164{
169 object *tmp;
170 int mflags; 165 int mflags;
171 sint16 x, y; 166 sint16 x, y;
172 maptile *m; 167 maptile *m;
173 168
174 if (--(op->duration) < 0) 169 if (--op->duration < 0)
175 { 170 {
176 op->destroy (); 171 op->drop_and_destroy ();
177 return; 172 return;
178 } 173 }
179 174
180 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
181 176
182 if (!op->direction) 177 if (!op->direction)
183 return; 178 return;
184 179
185 if (--op->range < 0) 180 if (--op->range < 0)
186 {
187 op->range = 0; 181 op->range = 0;
188 }
189 else 182 else
190 { 183 {
191 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
192 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
193 m = op->map; 186 m = op->map;
201 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
202 * will be useful. 195 * will be useful.
203 */ 196 */
204 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
205 { 198 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return; 200 return;
209 201
210 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
241 else if (left) 233 else if (left)
242 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
243 else if (right) 235 else if (right)
244 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
245 } 237 }
238
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return; 240 return;
248 } 241 }
249 else 242 else
250 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
251 tmp = op->clone (); 244 object *tmp = op->clone ();
252 245
246 m->insert (tmp, x, y, op);
253 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
256 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
257 tmp->duration++; 249 tmp->duration++;
258 250
259 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
260 * going off in other directions. 252 * going off in other directions.
261 */ 253 */
262
263 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
264 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
265 forklightning (op, tmp); 256
266 }
267 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
268 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
269 */ 259 */
270 op->range = 0; 260 op->range = 0;
271 } /* copy object and move it along */ 261 } /* copy object and move it along */
294 return 0; 284 return 0;
295 285
296 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
297 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);
298 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
299 if (spob->slaying) 290 if (spob->slaying)
300 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
301 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
302 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
303 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
304 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
305 297
316 308
317 maptile *newmap; 309 maptile *newmap;
318 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);
319 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
320 { 312 {
321 tmp->destroy (); 313 tmp->drop_and_destroy ();
322 return 0; 314 return 0;
323 } 315 }
324 316
325 tmp->map = newmap; 317 tmp->map = newmap;
326 318
327 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)))
328 { 320 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 322 {
331 tmp->destroy (); 323 tmp->drop_and_destroy ();
332 return 0; 324 return 0;
333 } 325 }
334 326
335 tmp->x = op->x; 327 tmp->x = op->x;
336 tmp->y = op->y; 328 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 330 tmp->map = op->map;
339 } 331 }
340 332
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 333 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 334 move_bolt (tmp);
343 335
344 return 1; 336 return 1;
345} 337}
346
347
348 338
349/*************************************************************************** 339/***************************************************************************
350 * 340 *
351 * BULLET/BALL CODE 341 * BULLET/BALL CODE
352 * 342 *
353 ***************************************************************************/ 343 ***************************************************************************/
354 344
355/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 347 * At least that is what I think this does.
358 */ 348 */
359void 349void
360explosion (object *op) 350explosion (object *op)
361{ 351{
362 object *tmp;
363 maptile *m = op->map; 352 maptile *m = op->map;
364 int i; 353 int i;
365 354
366 if (--(op->duration) < 0) 355 if (--op->duration < 0)
367 { 356 {
368 op->destroy (); 357 op->destroy ();
369 return; 358 return;
370 } 359 }
371 360
377 { 366 {
378 sint16 dx, dy; 367 sint16 dx, dy;
379 368
380 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
382 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 373 * out of map, etc.
384 */ 374 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 376 {
387 tmp = op->clone (); 377 object *tmp = op->clone ();
378
388 tmp->state = 0; 379 tmp->state = 0;
389 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
390 tmp->range--; 381 tmp->range--;
391 tmp->value = 0; 382 tmp->value = 0;
392 tmp->x = dx; 383
393 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 385 }
396 } 386 }
397 } 387 }
398} 388}
399
400 389
401/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
403 * explode. 392 * explode.
404 */ 393 */
405void 394void
406explode_bullet (object *op) 395explode_bullet (object *op)
407{ 396{
408 object *tmp, *owner; 397 object *tmp, *owner;
409 398
410 if (op->other_arch == NULL) 399 if (!op->other_arch)
411 { 400 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 402 op->destroy ();
414 return; 403 return;
415 } 404 }
416 405
417 if (op->env) 406 if (op->env)
418 { 407 {
419 object *env; 408 object *env = op->outer_env ();
420 409
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 411 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 413 op->destroy ();
426 return; 414 return;
427 } 415 }
428 416
429 op->remove (); 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 418 }
434 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
435 { 420 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 422 op->destroy ();
448 } 433 }
449 434
450 if (op->attacktype) 435 if (op->attacktype)
451 { 436 {
452 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
453 if (op->destroyed ()) 439 if (op->destroyed ())
454 return; 440 return;
455 } 441 }
456 442
457 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
460 tmp->set_owner (op); 446 tmp->set_owner (op);
461 tmp->skill = op->skill; 447 tmp->skill = op->skill;
462 448
463 owner = op->owner; 449 owner = op->owner;
464 450
465 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))
466 { 455 {
467 op->destroy (); 456 op->destroy ();
468 return; 457 return;
469 } 458 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 459
474 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 462 {
477 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
481 } 467 }
482 else 468 else
483 { 469 {
484 if (op->attacktype & AT_MAGIC) 470 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 471 tmp->attacktype |= AT_MAGIC;
472
486 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 477 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
499 486
500 /* Prevent recursion */ 487 /* Prevent recursion */
501 op->move_on = 0; 488 op->move_on = 0;
502 489
503 insert_ob_in_map (tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
504 /* remove the firebullet */ 493 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 494 op->destroy ();
508 }
509} 495}
510
511
512 496
513/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
515 */ 499 */
516
517void 500void
518check_bullet (object *op) 501check_bullet (object *op)
519{ 502{
520 object *tmp; 503 object *tmp;
521 int dam, mflags; 504 int dam, mflags;
536 519
537 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
539 return; 522 return;
540 523
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 525 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 527 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 532 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 534 {
550 op->destroy (); 535 op->destroy ();
561 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
562 */ 547 */
563void 548void
564move_bullet (object *op) 549move_bullet (object *op)
565{ 550{
566 sint16 new_x, new_y;
567 int mflags;
568 maptile *m;
569
570#if 0 551#if 0
571 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
572 553
573 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
574 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
589 op->destroy (); 570 op->destroy ();
590 571
591 return; 572 return;
592 } 573 }
593 574
594 new_x = op->x + DIRX (op); 575 mapxy pos (op);
595 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
596 m = op->map;
597 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
598 577
599 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
600 { 579 {
601 op->destroy (); 580 op->destroy ();
602 return; 581 return;
603 } 582 }
604 583
605 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))
606 { 589 {
607 if (op->other_arch) 590 if (op->other_arch)
608 explode_bullet (op); 591 explode_bullet (op);
609 else 592 else
610 op->destroy (); 593 op->destroy ();
611 594
612 return; 595 return;
613 } 596 }
614 597
615 op->remove (); 598 if (!(op = pos.insert (op, op)))
616 op->x = new_x;
617 op->y = new_y;
618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
619 return; 599 return;
620 600
621 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
622 { 602 {
623 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
624 update_turn_face (op); 604 update_turn_face (op);
625 } 605 }
626 else 606 else
627 check_bullet (op); 607 check_bullet (op);
628} 608}
629
630
631
632 609
633/* fire_bullet 610/* fire_bullet
634 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
635 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
636 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
637 * spob->attacktype. 614 * spob->attacktype.
638 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
639 * pointers. 616 * pointers.
640 */ 617 */
641
642int 618int
643fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
644{ 620{
645 object *tmp = NULL; 621 object *tmp = NULL;
646 int mflags; 622 int mflags;
647 623
648 if (!spob->other_arch) 624 if (!spob->other_arch)
649 return 0; 625 return 0;
650 626
651 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
652 if (tmp == NULL) 628 if (!tmp)
653 return 0; 629 return 0;
654 630
655 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
656 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
657 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
658 if (spob->slaying) 634 if (spob->slaying)
659 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
660 636
670 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
671 647
672 tmp->set_owner (op); 648 tmp->set_owner (op);
673 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
674 650
675 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
676 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
677 tmp->map = op->map; 653 tmp->map = op->map;
678 654
679 maptile *newmap; 655 maptile *newmap;
680 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
681 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
698 tmp->y = op->y; 674 tmp->y = op->y;
699 tmp->direction = absdir (tmp->direction + 4); 675 tmp->direction = absdir (tmp->direction + 4);
700 tmp->map = op->map; 676 tmp->map = op->map;
701 } 677 }
702 678
703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 679 if ((tmp = tmp->insert_at (tmp, op)))
704 check_bullet (tmp); 680 check_bullet (tmp);
705 681
706 return 1; 682 return 1;
707} 683}
708
709
710
711 684
712/***************************************************************************** 685/*****************************************************************************
713 * 686 *
714 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
715 * 688 *
716 *****************************************************************************/ 689 *****************************************************************************/
717 690
718
719/* 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" */
720void 692void
721cone_drop (object *op) 693cone_drop (object *op)
722{ 694{
723 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
724 696
725 new_ob->x = op->x;
726 new_ob->y = op->y;
727 new_ob->level = op->level; 697 new_ob->level = op->level;
728 new_ob->set_owner (op->owner); 698 new_ob->set_owner (op->owner);
729 699
730 /* preserve skill ownership */ 700 /* preserve skill ownership */
731 if (op->skill && op->skill != new_ob->skill) 701 if (op->skill && op->skill != new_ob->skill)
732 {
733 new_ob->skill = op->skill; 702 new_ob->skill = op->skill;
734 }
735 insert_ob_in_map (new_ob, op->map, op, 0);
736 703
704 new_ob->insert_at (op, op);
737} 705}
738 706
739/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
740 708
741void 709void
742move_cone (object *op) 710move_cone (object *op)
743{ 711{
744 int i;
745
746 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
747 if (!op->map) 713 if (!op->map)
748 { 714 {
749 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
750 op->set_speed (0); 716 op->set_speed (0);
770 } 736 }
771#endif 737#endif
772 738
773 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
774 740
741 if (!op->is_on_map ())
742 return;
743
775 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
776 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
777 * degree. 746 * degree.
778 */ 747 */
779 if (op->weight) 748 if (op->weight)
749 {
780 check_spell_knockback (op); 750 check_spell_knockback (op);
781 751
782 if (op->destroyed ()) 752 if (!op->is_on_map ())
783 return; 753 return;
754 }
784 755
785 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
786 { 757 {
787 op->destroy (); 758 op->destroy ();
788 return; 759 return;
789 } 760 }
790 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
795 { 766 {
796 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
797 return; 768 return;
798 } 769 }
799 770
800 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
801 { 772 {
802 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
803 774
804 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
805 { 776 {
806 object *tmp = op->clone (); 777 object *tmp = op->clone ();
807
808 tmp->x = x;
809 tmp->y = y;
810 778
811 tmp->duration = op->duration + 1; 779 tmp->duration = op->duration + 1;
812 780
813 /* Use for spell tracking - see ok_to_put_more() */ 781 /* Use for spell tracking - see ok_to_put_more() */
814 tmp->stats.maxhp = op->stats.maxhp; 782 tmp->stats.maxhp = op->stats.maxhp;
815 insert_ob_in_map (tmp, op->map, op, 0); 783
784 op->map->insert (tmp, x, y, op);
785
816 if (tmp->other_arch) 786 if (tmp->other_arch)
817 cone_drop (tmp); 787 cone_drop (tmp);
818 } 788 }
819 } 789 }
820} 790}
853 823
854 /* Need to know what the movetype of the object we are about 824 /* Need to know what the movetype of the object we are about
855 * to create is, so we can know if the space we are about to 825 * to create is, so we can know if the space we are about to
856 * insert it into is blocked. 826 * insert it into is blocked.
857 */ 827 */
858 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
859 829
860 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
861 { 831 {
862 sint16 x, y, d; 832 sint16 x, y;
863 833
864 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
865 * 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
866 * 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
867 * to hit that person. 837 * to hit that person.
868 */ 838 */
869 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
870 while (d < 0)
871 d += 8;
872 while (d > 8)
873 d -= 8;
874 840
875 /* 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.
876 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
877 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
878 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
898 864
899 success = 1; 865 success = 1;
900 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
901 tmp->set_owner (op); 867 tmp->set_owner (op);
902 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
903 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
904 tmp->x = sx;
905 tmp->y = sy;
906 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
907 871
908 /* holy word stuff */ 872 /* holy word stuff */
909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
910 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
944 else 908 else
945 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
946 } 910 }
947 911
948 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
949 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
950 914
951 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
952 {
953 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
954 }
955 917
956 insert_ob_in_map (tmp, m, op, 0); 918 m->insert (tmp, sx, sy, op);
957 919
958 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
959 * a single space too many times. 921 * a single space too many times.
960 */ 922 */
961 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
971 * 933 *
972 * BOMB related code 934 * BOMB related code
973 * 935 *
974 ****************************************************************************/ 936 ****************************************************************************/
975 937
976
977/* This handles an exploding bomb. 938/* This handles an exploding bomb.
978 * op is the original bomb object. 939 * op is the original bomb object.
979 */ 940 */
980void 941void
981animate_bomb (object *op) 942animate_bomb (object *op)
982{ 943{
983 int i;
984 object *env, *tmp;
985 archetype *at;
986
987 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
988 return; 945 return;
989 946
990 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
991 948
992 if (op->env) 949 if (op->env)
993 { 950 {
994 if (env->map == NULL) 951 if (!env->map)
995 return; 952 return;
996 953
997 if (env->type == PLAYER) 954 if (!(op = op->insert_at (env, op)))
998 esrv_del_item (env->contr, op->count);
999
1000 op->remove ();
1001 op->x = env->x;
1002 op->y = env->y;
1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1004 return; 955 return;
1005 } 956 }
1006 957
1007 // 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
1008 // 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
1009 // as bombs can be carried. 960 // as bombs can be carried.
1010 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
1011 { 962 {
1012 op->destroy (); 963 op->destroy ();
1013 return; 964 return;
1014 } 965 }
1015 966
1016 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
1017 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
1018 * so just set up the appropriate values. 969 * so just set up the appropriate values.
1019 */ 970 */
1020 at = archetype::find (SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
1021 if (at)
1022 { 972 {
1023 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
1024 { 974 {
1025 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]))
1026 continue; 976 continue;
977
1027 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
1028 tmp->direction = i; 979 tmp->direction = i;
1029 tmp->range = op->range; 980 tmp->range = op->range;
1030 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
1031 tmp->duration = op->duration; 982 tmp->duration = op->duration;
1032 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1033 tmp->set_owner (op); 984 tmp->set_owner (op);
1034 if (op->skill && op->skill != tmp->skill) 985 if (op->skill && op->skill != tmp->skill)
1035 {
1036 tmp->skill = op->skill; 986 tmp->skill = op->skill;
1037 } 987
1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1039 SET_ANIMATION (tmp, i); 989 SET_ANIMATION (tmp, i);
1040 tmp->x = op->x + freearr_x[i]; 990
1041 tmp->y = op->y + freearr_x[i]; 991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1042 insert_ob_in_map (tmp, op->map, op, 0);
1043 move_bullet (tmp); 992 move_bullet (tmp);
1044 } 993 }
1045 } 994 }
1046 995
1047 explode_bullet (op); 996 explode_bullet (op);
1048} 997}
1049 998
1050int 999int
1051create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1052{ 1001{
1053
1054 object *tmp; 1002 object *tmp;
1055 int mflags; 1003 int mflags;
1056 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];
1057 maptile *m; 1005 maptile *m;
1058 1006
1059 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 {
1060 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))
1061 { 1016 {
1062 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.");
1063 return 0; 1018 return 0;
1019 }
1064 } 1020 }
1021
1065 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1066 1023
1067 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1068 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1069 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);
1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1071 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
1072 1029
1073 tmp->set_owner (op); 1030 tmp->set_owner (op);
1074 set_spell_skill (op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
1075 tmp->x = dx; 1032
1076 tmp->y = dy; 1033 m->insert (tmp, dx, dy, op);
1077 insert_ob_in_map (tmp, m, op, 0);
1078 return 1; 1034 return 1;
1079} 1035}
1080 1036
1081/**************************************************************************** 1037/****************************************************************************
1082 * 1038 *
1091 * dir is the direction to look in. 1047 * dir is the direction to look in.
1092 * range is how far out to look. 1048 * range is how far out to look.
1093 * 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.
1094 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1095 */ 1051 */
1096
1097object * 1052object *
1098get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1099{ 1054{
1100 object *target; 1055 object *target;
1101 sint16 x, y; 1056 sint16 x, y;
1120 return NULL; 1075 return NULL;
1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL; 1077 return NULL;
1123 1078
1124 if (mflags & P_IS_ALIVE) 1079 if (mflags & P_IS_ALIVE)
1125 {
1126 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1080 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1127 { 1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1130 return target; 1082 return target;
1131 }
1132 }
1133 }
1134 } 1083 }
1084
1135 return NULL; 1085 return NULL;
1136} 1086}
1137
1138 1087
1139/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1140 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1141 * usual params - 1090 * usual params -
1142 * op = player 1091 * op = player
1143 * caster = object casting the spell. 1092 * caster = object casting the spell.
1144 * dir = direction being cast 1093 * dir = direction being cast
1145 * spell = spell object 1094 * spell = spell object
1146 */ 1095 */
1147
1148int 1096int
1149cast_smite_spell (object *op, object *caster, int dir, object *spell) 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{ 1098{
1151 object *effect, *target; 1099 object *effect, *target;
1152 object *god = find_god (determine_god (op)); 1100 object *god = find_god (determine_god (op));
1162 * interesting spell. 1110 * interesting spell.
1163 * 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
1164 * can't be friendly to your god. 1112 * can't be friendly to your god.
1165 */ 1113 */
1166 1114
1167 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1168 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1169 || (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)))
1170 { 1120 {
1171 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1172 return 0; 1122 return 0;
1173 } 1123 }
1174 1124
1176 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1177 else 1127 else
1178 return 0; 1128 return 0;
1179 1129
1180 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1181 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1182 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1183 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1184 { 1134 {
1185 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1186 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));
1187 else 1137 else
1188 { 1138 {
1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1190 return 0; 1140 return 0;
1191 } 1141 }
1225 1175
1226 effect->set_owner (op); 1176 effect->set_owner (op);
1227 set_spell_skill (op, caster, spell, effect); 1177 set_spell_skill (op, caster, spell, effect);
1228 1178
1229 /* ok, tell it where to be, and insert! */ 1179 /* ok, tell it where to be, and insert! */
1230 effect->x = target->x; 1180 effect->insert_at (target, op);
1231 effect->y = target->y;
1232 insert_ob_in_map (effect, target->map, op, 0);
1233 1181
1234 return 1; 1182 return 1;
1235} 1183}
1236
1237 1184
1238/**************************************************************************** 1185/****************************************************************************
1239 * 1186 *
1240 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1241 * note that the fire_bullet is used to fire the missile. The 1188 * note that the fire_bullet is used to fire the missile. The
1244 1191
1245/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1246void 1193void
1247move_missile (object *op) 1194move_missile (object *op)
1248{ 1195{
1249 int i, mflags;
1250 object *owner;
1251 sint16 new_x, new_y;
1252 maptile *m;
1253
1254 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1255 { 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1201
1202 mapxy pos (op);
1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1206 {
1256 op->destroy (); 1207 op->destroy ();
1257 return; 1208 return;
1258 } 1209 }
1259 1210
1260 owner = op->owner; 1211 mapspace &ms = pos.ms ();
1261#if 0
1262 /* It'd make things nastier if this wasn't here - spells cast by
1263 * monster that are then killed would continue to survive
1264 */
1265 if (owner == NULL)
1266 {
1267 op->destroy ();
1268 return;
1269 }
1270#endif
1271 1212
1272 new_x = op->x + DIRX (op); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1273 new_y = op->y + DIRY (op);
1274
1275 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1276
1277 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1278 { 1214 {
1279 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1280 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1281 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1282 */ 1218 */
1283 if (!op->destroyed ())
1284 op->destroy ();
1285
1286 return;
1287 }
1288
1289 op->remove ();
1290
1291 if (!op->direction || (mflags & P_OUT_OF_MAP))
1292 {
1293 op->destroy (); 1219 op->destroy ();
1294 return; 1220 return;
1295 } 1221 }
1296 1222
1297 op->x = new_x; 1223 if (!op->direction)
1298 op->y = new_y; 1224 {
1299 op->map = m; 1225 op->destroy ();
1226 return;
1227 }
1228
1300 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1301 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1302 { 1231 {
1303 op->direction = i; 1232 op->direction = i;
1304 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1305 } 1234 }
1306 1235
1307 insert_ob_in_map (op, op->map, op, 0); 1236 pos.insert (op, op);
1308} 1237}
1309 1238
1310/**************************************************************************** 1239/****************************************************************************
1311 * Destruction 1240 * Destruction
1312 ****************************************************************************/ 1241 ****************************************************************************/
1315 * 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
1316 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1317 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1318 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1319 */ 1248 */
1320
1321int 1249int
1322make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1323{ 1251{
1324 object *tmp;
1325
1326 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1327 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1328 return 0; 1254 return 0;
1329 1255
1330 tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1331 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1332 tmp->stats.food = time; 1258 tmp->stats.food = time;
1333 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1334 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1335 if (tmp->glow_radius > MAX_LIGHT_RADII)
1336 tmp->glow_radius = MAX_LIGHT_RADII;
1337
1338 tmp->x = op->x;
1339 tmp->y = op->y;
1340 if (tmp->speed < MIN_ACTIVE_SPEED)
1341 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1342 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1343 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1344 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1345 1265
1346 if (!tmp->env || op != tmp->env)
1347 {
1348 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1349 return 0;
1350 }
1351 return 1; 1266 return 1;
1352} 1267}
1353
1354
1355
1356 1268
1357int 1269int
1358cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1359{ 1271{
1360 int i, j, range, mflags, friendly = 0, dam, dur;
1361 sint16 sx, sy;
1362 maptile *m;
1363 object *tmp;
1364 const char *skill;
1365
1366 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1367 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);
1368 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1369 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1370 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1371 1277
1372 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1373 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1374 * We do some shortcuts here - since this is just temporary
1375 * and we'll reset the values back, we don't need to go through
1376 * the full share string/free_string route.
1377 */ 1280 */
1378 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1379 if (caster == op) 1283 if (caster == op)
1380 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1381 else if (caster->skill) 1285 else if (caster->skill)
1382 op->skill = caster->skill; 1286 op->skill = caster->skill;
1383 else 1287 else
1384 op->skill = NULL; 1288 op->skill = 0;
1385 1289
1386 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1387 1291
1388 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1389 { 1293 {
1390 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1391 { 1295
1392 m = op->map;
1393 sx = op->x + i;
1394 sy = op->y + j;
1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1396 if (mflags & P_OUT_OF_MAP)
1397 continue;
1398 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1399 { 1299 {
1400 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1301
1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1401 { 1304 {
1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1403 break;
1404 }
1405 if (tmp)
1406 {
1407 if (tmp->head)
1408 tmp = tmp->head;
1409
1410 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1411 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1412 { 1306 {
1413 if (spell_ob->subtype == SP_DESTRUCTION)
1414 {
1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1416 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1417 {
1418 tmp = arch_to_object (spell_ob->other_arch); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1419 tmp->x = sx;
1420 tmp->y = sy;
1421 insert_ob_in_map (tmp, m, op, 0);
1422 }
1423 } 1311 }
1424 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1425 { 1313 {
1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1428 object *effect = arch_to_object (spell_ob->other_arch); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1429
1430 effect->x = sx;
1431 effect->y = sy;
1432 insert_ob_in_map (effect, m, op, 0);
1433 }
1434 }
1435 } 1316 }
1436 } 1317 }
1437 } 1318 }
1438 }
1439 } 1319 }
1320
1440 op->skill = skill; 1321 op->skill = skill;
1441 return 1; 1322 return 1;
1442} 1323}
1443 1324
1444/*************************************************************************** 1325/***************************************************************************
1458 { 1339 {
1459 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1460 return 0; 1341 return 0;
1461 } 1342 }
1462 1343
1344 tmp = tmp->head_ ();
1345
1463 /* If we've already got a force of this type, don't add a new one. */ 1346 /* If we've already got a force of this type, don't add a new one. */
1464 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1465 { 1348 {
1466 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1467 { 1350 {
1468 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1469 { 1352 {
1475 return 0; 1358 return 0;
1476 } 1359 }
1477 } 1360 }
1478 } 1361 }
1479 1362
1480 if (force == NULL) 1363 if (!force)
1481 { 1364 {
1482 force = get_archetype (FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1483 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1484 if (spell_ob->race) 1368 if (spell_ob->race)
1485 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1486 else 1370 else
1487 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1488 1372
1498 { 1382 {
1499 force->duration = duration; 1383 force->duration = duration;
1500 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1501 } 1385 }
1502 else 1386 else
1503 {
1504 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1505 } 1388
1506 return 1; 1389 return 1;
1507 } 1390 }
1391
1508 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1509 force->speed = 1.0; 1393 force->speed = 1.f;
1510 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1511 SET_FLAG (force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1512 1396
1513 if (god) 1397 if (god)
1514 { 1398 {
1515 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1533 tmp->update_stats (); 1417 tmp->update_stats ();
1534 return 1; 1418 return 1;
1535 1419
1536} 1420}
1537 1421
1538
1539/********************************************************************** 1422/**********************************************************************
1540 * mood change 1423 * mood change
1541 * Arguably, this may or may not be an attack spell. But since it 1424 * Arguably, this may or may not be an attack spell. But since it
1542 * effects monsters, it seems best to put it into this file 1425 * effects monsters, it seems best to put it into this file
1543 ***********************************************************************/ 1426 ***********************************************************************/
1547 */ 1430 */
1548int 1431int
1549mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1550{ 1433{
1551 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1552 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1553 sint16 x, y, nx, ny;
1554 maptile *m;
1555 const char *race; 1436 const char *race;
1556 1437
1557 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1558 * doing it over and over again. 1439 * doing it over and over again.
1559 */ 1440 */
1560 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1561 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1562 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1563 1444
1564 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1565 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1566 * won't ever match anything. 1447 * won't ever match anything.
1567 */ 1448 */
1568 if (!spell->race) 1449 if (!spell->race)
1569 race = NULL; 1450 race = NULL;
1570 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1571 race = god->slaying; 1452 race = god->slaying;
1572 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1573 race = god->race; 1454 race = god->race;
1574 else 1455 else
1575 race = spell->race; 1456 race = spell->race;
1576 1457
1577 1458 unordered_mapwalk (op, -range, -range, range, range)
1578 for (x = op->x - range; x <= op->x + range; x++)
1579 for (y = op->y - range; y <= op->y + range; y++)
1580 { 1459 {
1460 mapspace &ms = m->at (nx, ny);
1581 1461
1582 done_one = 0;
1583 m = op->map;
1584 nx = x;
1585 ny = y;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1587 if (mflags & P_OUT_OF_MAP)
1588 continue;
1589
1590 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1591 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1592 continue; 1464 continue;
1593 1465
1594 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1466 // players can only affect spaces that they can actually see
1595 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1467 if (caster
1468 && caster->contr
1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1470 continue;
1471
1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1473 if (tmp->flag [FLAG_MONSTER])
1596 break; 1474 break;
1597 1475
1598 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1599 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1600 continue; 1478 continue;
1601 1479
1602 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1603 if (tmp->head)
1604 head = tmp->head; 1481 head = tmp->head_ ();
1605 else
1606 head = tmp;
1607 1482
1608 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1483 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1609 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1610 continue; 1485 continue;
1486
1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue; 1488 continue;
1613 1489
1614 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1615 best_at = -1; 1491 best_at = -1;
1616 if (spell->attacktype) 1492 if (spell->attacktype)
1617 { 1493 {
1618 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1619 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1620 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1621 best_at = at; 1497 best_at = at;
1622 1498
1623 if (best_at == -1) 1499 if (best_at == -1)
1624 at = 0; 1500 at = 0;
1625 else 1501 else
1626 { 1502 {
1627 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1628 continue; 1504 continue;
1629 else 1505 else
1630 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1631 } 1507 }
1508
1632 at -= level / 5; 1509 at -= level / 5;
1633 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1634 continue; 1511 continue;
1635 } 1512 }
1636 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1514 {
1637 /* 1515 /*
1638 Spell has no attacktype (charm & such), so we'll have a specific saving: 1516 Spell has no attacktype (charm & such), so we'll have a specific saving:
1639 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1518 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1641 1519
1643 1521
1644 This is required to fix the 'charm monster' abuse, where a player level 1 can 1522 This is required to fix the 'charm monster' abuse, where a player level 1 can
1645 charm a level 125 monster... 1523 charm a level 125 monster...
1646 1524
1647 Ryo, august 14th 1525 Ryo, august 14th
1648 */ 1526 */
1649 {
1650 if (head->level > level) 1527 if (head->level > level)
1651 continue; 1528 continue;
1529
1652 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1530 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1653 /* Failed, no effect */ 1531 /* Failed, no effect */
1654 continue; 1532 continue;
1655 } 1533 }
1656 1534
1657 /* Done with saving throw. Now start effecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1658 1537
1659 /* aggravation */ 1538 /* aggravation */
1660 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 { 1540 {
1662 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1664 remove_friendly_object (head); 1542 remove_friendly_object (head);
1665
1666 done_one = 1; 1543 done_one = 1;
1667 head->enemy = op; 1544 head->enemy = op;
1668 } 1545 }
1669 1546
1670 /* calm monsters */ 1547 /* calm monsters */
1671 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1672 { 1549 {
1673 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1674 head->enemy = NULL; 1551 head->enemy = NULL;
1675 done_one = 1; 1552 done_one = 1;
1676 } 1553 }
1677 1554
1678 /* berserk monsters */ 1555 /* berserk monsters */
1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 { 1557 {
1681 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1682 done_one = 1; 1559 done_one = 1;
1683 } 1560 }
1561
1684 /* charm */ 1562 /* charm */
1685 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1563 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1686 { 1564 {
1687 SET_FLAG (head, FLAG_FRIENDLY); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1688 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1689 Typical use case is charm, go somwhere, use aggravation to make hostile. 1568 Typical use case is charm, go somwhere, use aggravation to make hostile.
1690 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1569 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1691 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1692 head->set_owner (op); 1571 head->set_owner (op);
1693 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1694 add_friendly_object (head); 1573 add_friendly_object (head);
1695 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1696 done_one = 1; 1575 done_one = 1;
1697 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1576 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1698 head->stats.exp = 0; 1577 head->stats.exp = 0;
1699 } 1578 }
1700 1579
1701 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1702 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1703 { 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1704 tmp = arch_to_object (spell->other_arch); 1583 }
1705 tmp->x = nx;
1706 tmp->y = ny;
1707 insert_ob_in_map (tmp, m, op, 0);
1708 }
1709 } /* for y */
1710 1584
1711 return 1; 1585 return 1;
1712} 1586}
1713
1714 1587
1715/* Move_ball_spell: This handles ball type spells that just sort of wander 1588/* Move_ball_spell: This handles ball type spells that just sort of wander
1716 * about. was called move_ball_lightning, but since more than the ball 1589 * about. was called move_ball_lightning, but since more than the ball
1717 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1718 * op is the spell effect. 1591 * op is the spell effect.
1719 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1720 */ 1593 */
1721
1722void 1594void
1723move_ball_spell (object *op) 1595move_ball_spell (object *op)
1724{ 1596{
1725 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1726 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1745 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1746 { 1618 {
1747 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1748 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1749 */ 1621 */
1750
1751 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1752 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1753 1624
1754 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1755 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1757 { 1628 {
1758 dir = tmpdir; 1629 dir = tmpdir;
1759 break; 1630 break;
1760 } 1631 }
1761 } 1632 }
1633
1762 if (dir == 0) 1634 if (dir == 0)
1763 { 1635 {
1764 nx = op->x; 1636 nx = op->x;
1765 ny = op->y; 1637 ny = op->y;
1766 m = op->map; 1638 m = op->map;
1767 } 1639 }
1768 1640
1769 op->remove (); 1641 m->insert (op, nx, ny, op);
1770 op->y = ny;
1771 op->x = nx;
1772 insert_ob_in_map (op, m, op, 0);
1773 1642
1774 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1643 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1775 surrounding squares */ 1644 surrounding squares */
1776 1645
1777 /* loop over current square and neighbors to hit. 1646 /* loop over current square and neighbors to hit.
1778 * if this has an other_arch field, we insert that in 1647 * if this has an other_arch field, we insert that in
1779 * the surround spaces. 1648 * the surround spaces.
1780 */ 1649 */
1781 for (j = 0; j < 9; j++) 1650 for (j = 0; j < 9; j++)
1782 { 1651 {
1783 object *new_ob;
1784
1785 hx = nx + freearr_x[j]; 1652 hx = nx + freearr_x[j];
1786 hy = ny + freearr_y[j]; 1653 hy = ny + freearr_y[j];
1787 1654
1788 m = op->map; 1655 m = op->map;
1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1797 1664
1798 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1665 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1799 { 1666 {
1800 if (j) 1667 if (j)
1801 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1802 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1803
1804 } 1671 }
1805 1672
1806 /* insert the other arch */ 1673 /* insert the other arch */
1807 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1674 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1808 { 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1809 new_ob = arch_to_object (op->other_arch);
1810 new_ob->x = hx;
1811 new_ob->y = hy;
1812 insert_ob_in_map (new_ob, m, op, 0);
1813 }
1814 } 1676 }
1815 1677
1816 /* restore to the center location and damage */ 1678 /* restore to the center location and damage */
1817 op->stats.dam = dam_save; 1679 op->stats.dam = dam_save;
1818 1680
1821 if (i >= 0) 1683 if (i >= 0)
1822 { /* we have a preferred direction! */ 1684 { /* we have a preferred direction! */
1823 /* pick another direction if the preferred dir is blocked. */ 1685 /* pick another direction if the preferred dir is blocked. */
1824 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1686 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1825 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1687 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1826 {
1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1688 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1828 } 1689
1829 op->direction = i; 1690 op->direction = i;
1830 } 1691 }
1831} 1692}
1832 1693
1833
1834/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1835 * This is an implementation of the swarm spell. It was written for 1695 * This is an implementation of the swarm spell. It was written for
1836 * meteor swarm, but it could be used for any swarm. A swarm spell 1696 * meteor swarm, but it could be used for any swarm. A swarm spell
1837 * is a special type of object that casts swarms of other types 1697 * is a special type of object that casts swarms of other types
1838 * of spells. Which spell it casts is flexible. It fires the spells 1698 * of spells. Which spell it casts is flexible. It fires the spells
1839 * from a set of squares surrounding the caster, in a given direction. 1699 * from a set of squares surrounding the caster, in a given direction.
1840 */ 1700 */
1841
1842void 1701void
1843move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1844{ 1703{
1845#if 0 1704#if 0
1846 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1705 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1847 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1706 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1848 sint16 target_x, target_y, origin_x, origin_y; 1707 sint16 target_x, target_y, origin_x, origin_y;
1849 int adjustdir; 1708 int adjustdir;
1850 maptile *m; 1709 maptile *m;
1851#endif 1710#endif
1852 int basedir;
1853 object *owner; 1711 object *owner = op->env;
1854 1712
1855 owner = op->owner; 1713 if (!owner) // MUST not happen, remove when true TODO
1856 if (op->duration == 0 || owner == NULL)
1857 { 1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1858 op->destroy (); 1716 op->destroy ();
1859 return; 1717 return;
1860 } 1718 }
1861 1719
1720 if (!op->duration || !owner->is_on_map ())
1721 {
1722 op->drop_and_destroy ();
1723 return;
1724 }
1725
1862 op->duration--; 1726 op->duration--;
1863 1727
1864 basedir = op->direction; 1728 int basedir = op->direction;
1865 if (basedir == 0) 1729 if (!basedir)
1866 { 1730 {
1867 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1868 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1869 } 1734 }
1870 1735
1871#if 0 1736#if 0
1872 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1874 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1739 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1875 // space. 1740 // space.
1876 // should be fixed later, but correctness before featurs... 1741 // should be fixed later, but correctness before features...
1877 // (schmorp) 1742 // (schmorp)
1878 1743
1879 /* new offset calculation to make swarm element distribution 1744 /* new offset calculation to make swarm element distribution
1880 * more uniform 1745 * more uniform
1881 */ 1746 */
1934 { 1799 {
1935 /* Bullet spells have a bunch more customization that needs to be done */ 1800 /* Bullet spells have a bunch more customization that needs to be done */
1936 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1937 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1938 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1939 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1804 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1940 } 1805 }
1941} 1806}
1942
1943
1944
1945 1807
1946/* fire_swarm: 1808/* fire_swarm:
1947 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1948 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1949 * the parts of the swarm. 1811 * the parts of the swarm.
1952 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1953 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1954 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1955 * n: the number to be fired. 1817 * n: the number to be fired.
1956 */ 1818 */
1957
1958int 1819int
1959fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1960{ 1821{
1961 object *tmp;
1962 int i;
1963
1964 if (!spell->other_arch) 1822 if (!spell->other_arch)
1965 return 0; 1823 return 0;
1966 1824
1967 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1968 tmp->x = op->x; 1826
1969 tmp->y = op->y;
1970 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1971 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1972
1973 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1828 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1974 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1975
1976 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1977 1831
1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1980 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1981 return 1; 1834 return 1;
1982 } 1835
1983 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1984 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1986 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1987 tmp->direction = dir; 1842 tmp->direction = dir;
1988 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
1989 insert_ob_in_map (tmp, op->map, op, 0); 1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1845
1846 op->insert (tmp);
1847
1990 return 1; 1848 return 1;
1991} 1849}
1992
1993 1850
1994/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
1995 * function. 1852 * function.
1996 */ 1853 */
1997int 1854int
2002 int dam, mflags; 1859 int dam, mflags;
2003 maptile *m; 1860 maptile *m;
2004 1861
2005 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2006 1863
2007 if (!dir) 1864 if (dir)
2008 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2010 return 0;
2011 } 1865 {
2012
2013 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
2014 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
2015 m = op->map; 1868 m = op->map;
2016 1869
2017 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
2018 1871
2019 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
2020 { 1873 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2022 return 0; 1875 return 0;
2023 } 1876 }
2024 1877
2025 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
2026 { 1879 {
2027 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1880 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2028 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
2029 { 1882 {
2030 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
2031 if (target->head) 1884 if (target->head)
2032 target = target->head; 1885 target = target->head;
1886
2033 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
2034 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
2035 } 1890 }
2036 }
2037 1891
2038 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
2039 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1893 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2040 { 1894 {
2041 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2042 return 0; 1896 return 0;
1897 }
2043 } 1898 }
2044 1899
2045 /* ok, looks groovy to just insert a new light on the map */ 1900 /* ok, looks groovy to just insert a new light on the map */
2046 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
2047 if (!tmp) 1902 if (!tmp)
2048 { 1903 {
2049 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2050 return 0; 1905 return 0;
2051 } 1906 }
1907
2052 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
2053 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
2054 { 1911 tmp->set_glow_radius (
2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1912 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
2056 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
2057 tmp->glow_radius = MAX_LIGHT_RADII; 1914
2058 } 1915 if (dir)
2059 tmp->x = x; 1916 m->insert (tmp, x, y, op);
2060 tmp->y = y; 1917 else
2061 insert_ob_in_map (tmp, m, op, 0); 1918 caster->outer_env_or_self ()->insert (tmp);
1919
2062 return 1; 1920 return 1;
2063} 1921}
2064
2065
2066
2067 1922
2068/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
2069 * player and infects someone. 1924 * player and infects someone.
2070 * op is the player/monster, caster is the object, dir is the direction 1925 * op is the player/monster, caster is the object, dir is the direction
2071 * to cast, disease_arch is the specific disease, and type is the spell number 1926 * to cast, disease_arch is the specific disease, and type is the spell number
2072 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
2073 */ 1928 */
2074
2075int 1929int
2076cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
2077{ 1931{
2078 sint16 x, y; 1932 sint16 x, y;
2079 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2086 /* If casting from a scroll, no direction will be available, so refer to the 1940 /* If casting from a scroll, no direction will be available, so refer to the
2087 * direction the player is pointing. 1941 * direction the player is pointing.
2088 */ 1942 */
2089 if (!dir) 1943 if (!dir)
2090 dir = op->facing; 1944 dir = op->facing;
1945
2091 if (!dir) 1946 if (!dir)
2092 return 0; /* won't find anything if casting on ourself, so just return */ 1947 return 0; /* won't find anything if casting on ourself, so just return */
2093 1948
2094 /* Calculate these once here */ 1949 /* Calculate these once here */
2095 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2122 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2123 1978
2124 disease->set_owner (op); 1979 disease->set_owner (op);
2125 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2126 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2127 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2128 1983
2129 /* do level adjustments */ 1984 /* do level adjustments */
2130 if (disease->stats.wc) 1985 if (disease->stats.wc)
2131 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2132 1987
2133 if (disease->magic > 0) 1988 if (disease->magic > 0)
2134 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2135 1990
2136 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2137 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2138 1993
2139 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2174 if (disease->stats.sp) 2029 if (disease->stats.sp)
2175 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
2176 2031
2177 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2178 { 2033 {
2179 object *flash; /* visual effect for inflicting disease */
2180
2181 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2182 2035
2183 disease->destroy (); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2184 flash = get_archetype (ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2185 flash->x = x;
2186 flash->y = y;
2187 flash->map = walk->map;
2188 insert_ob_in_map (flash, walk->map, op, 0);
2189 return 1; 2038 return 1;
2190 } 2039 }
2191 2040
2192 disease->destroy (); 2041 disease->destroy ();
2193 } 2042 }
2194 } /* if living creature */ 2043 } /* if living creature */
2195 } /* for range of spaces */ 2044 } /* for range of spaces */
2045
2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2197 return 1; 2047 return 1;
2198} 2048}

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