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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 UTC vs.
Revision 1.89 by root, Fri Nov 6 12:49:19 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46 47
165 sint16 x, y; 166 sint16 x, y;
166 maptile *m; 167 maptile *m;
167 168
168 if (--op->duration < 0) 169 if (--op->duration < 0)
169 { 170 {
170 op->destroy_inv (true); // be explicit about dropping
171 op->destroy (true); 171 op->drop_and_destroy ();
172 return; 172 return;
173 } 173 }
174 174
175 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
176 176
308 308
309 maptile *newmap; 309 maptile *newmap;
310 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);
311 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
312 { 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
314 tmp->destroy (true); 313 tmp->drop_and_destroy ();
315 return 0; 314 return 0;
316 } 315 }
317 316
318 tmp->map = newmap; 317 tmp->map = newmap;
319 318
320 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)))
321 { 320 {
322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
323 { 322 {
324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (true); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
354 maptile *m = op->map; 352 maptile *m = op->map;
355 int i; 353 int i;
356 354
357 if (--op->duration < 0) 355 if (--op->duration < 0)
358 { 356 {
359 op->destroy (true); 357 op->destroy ();
360 return; 358 return;
361 } 359 }
362 360
363 hit_map (op, 0, op->attacktype, 0); 361 hit_map (op, 0, op->attacktype, 0);
364 362
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (!op->other_arch) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (true); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = op->outer_env (); 408 object *env = op->outer_env ();
411 409
412 if (!env->map || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
413 { 411 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (true); 413 op->destroy ();
416 return; 414 return;
417 } 415 }
418 416
419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
420 } 418 }
421 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
422 { 420 {
423 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
424 op->destroy (true); 422 op->destroy ();
425 return; 423 return;
426 } 424 }
427 425
428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
429 // NOTE: If this breaks something important: remove this. I can't think of anything 427 // NOTE: If this breaks something important: remove this. I can't think of anything
430 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
432 { 430 {
433 op->destroy (true); 431 op->destroy ();
434 return; 432 return;
435 } 433 }
436 434
437 if (op->attacktype) 435 if (op->attacktype)
438 { 436 {
453 if ((tmp->attacktype & AT_HOLYWORD 451 if ((tmp->attacktype & AT_HOLYWORD
454 || tmp->attacktype & AT_GODPOWER) 452 || tmp->attacktype & AT_GODPOWER)
455 && owner 453 && owner
456 && !tailor_god_spell (tmp, owner)) 454 && !tailor_god_spell (tmp, owner))
457 { 455 {
458 op->destroy (true); 456 op->destroy ();
459 return; 457 return;
460 } 458 }
461 459
462 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
491 489
492 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound); 491 tmp->play_sound (tmp->sound);
494 492
495 /* remove the firebullet */ 493 /* remove the firebullet */
496 op->destroy (true); 494 op->destroy ();
497} 495}
498 496
499/* 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
500 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
501 */ 499 */
532 // TODO: can't understand the following if's 530 // TODO: can't understand the following if's
533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
534 { 532 {
535 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
536 { 534 {
537 op->destroy (true); 535 op->destroy ();
538 return; 536 return;
539 } 537 }
540 } 538 }
541 } 539 }
542 } 540 }
548 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
549 */ 547 */
550void 548void
551move_bullet (object *op) 549move_bullet (object *op)
552{ 550{
553 sint16 new_x, new_y;
554 int mflags;
555 maptile *m;
556
557#if 0 551#if 0
558 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
559 553
560 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
561 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
571 if (--op->range <= 0) 565 if (--op->range <= 0)
572 { 566 {
573 if (op->other_arch) 567 if (op->other_arch)
574 explode_bullet (op); 568 explode_bullet (op);
575 else 569 else
576 op->destroy (true); 570 op->destroy ();
577 571
578 return; 572 return;
579 }
580
581 new_x = op->x + DIRX (op);
582 new_y = op->y + DIRY (op);
583 m = op->map;
584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
585
586 if (mflags & P_OUT_OF_MAP)
587 { 573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
579 {
588 op->destroy (true); 580 op->destroy ();
589 return; 581 return;
590 } 582 }
591 583
592 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))
593 { 589 {
594 if (op->other_arch) 590 if (op->other_arch)
595 explode_bullet (op); 591 explode_bullet (op);
596 else 592 else
597 op->destroy (true); 593 op->destroy ();
598 594
599 return; 595 return;
600 } 596 }
601 597
602 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
603 return; 599 return;
604 600
605 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
606 { 602 {
607 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
658 654
659 maptile *newmap; 655 maptile *newmap;
660 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);
661 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
662 { 658 {
663 tmp->destroy (true); 659 tmp->destroy ();
664 return 0; 660 return 0;
665 } 661 }
666 662
667 tmp->map = newmap; 663 tmp->map = newmap;
668 664
669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
670 { 666 {
671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
672 { 668 {
673 tmp->destroy (true); 669 tmp->destroy ();
674 return 0; 670 return 0;
675 } 671 }
676 672
677 tmp->x = op->x; 673 tmp->x = op->x;
678 tmp->y = op->y; 674 tmp->y = op->y;
691 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
692 * 688 *
693 *****************************************************************************/ 689 *****************************************************************************/
694 690
695/* 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" */
696void 692static void
697cone_drop (object *op) 693cone_drop (object *op)
698{ 694{
699 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
700 696
701 new_ob->level = op->level; 697 new_ob->level = op->level;
733 * when their cone dies when they die. 729 * when their cone dies when they die.
734 */ 730 */
735 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
736 if (op->owner == NULL) 732 if (op->owner == NULL)
737 { 733 {
738 op->destroy (true); 734 op->destroy ();
739 return; 735 return;
740 } 736 }
741#endif 737#endif
742 738
743 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
740
741 if (!op->is_on_map ())
742 return;
744 743
745 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
746 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
747 * degree. 746 * degree.
748 */ 747 */
749 if (op->weight) 748 if (op->weight)
749 {
750 check_spell_knockback (op); 750 check_spell_knockback (op);
751 751
752 if (op->destroyed ()) 752 if (!op->is_on_map ())
753 return; 753 return;
754 }
754 755
755 if (op->duration-- < 0) 756 if (op->duration-- < 0)
756 { 757 {
757 op->destroy (true); 758 op->destroy ();
758 return; 759 return;
759 } 760 }
760 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
761 * any further. When the duration above expires, 762 * any further. When the duration above expires,
762 * then the object will get removed. 763 * then the object will get removed.
826 */ 827 */
827 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
828 829
829 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
830 { 831 {
831 sint16 x, y, d; 832 sint16 x, y;
832 833
833 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
834 * 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
835 * 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
836 * to hit that person. 837 * to hit that person.
837 */ 838 */
838 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
839 while (d < 0)
840 d += 8;
841 while (d > 8)
842 d -= 8;
843 840
844 /* 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.
845 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
846 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
847 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
949 946
950 object *env = op->outer_env (); 947 object *env = op->outer_env ();
951 948
952 if (op->env) 949 if (op->env)
953 { 950 {
954 if (env->map == NULL) 951 if (!env->map)
955 return; 952 return;
956 953
957 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
958 return; 955 return;
959 } 956 }
960 957
961 // 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
962 // 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
963 // as bombs can be carried. 960 // as bombs can be carried.
964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
965 { 962 {
966 op->destroy (true); 963 op->destroy ();
967 return; 964 return;
968 } 965 }
969 966
970 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
971 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
1006 int mflags; 1003 int mflags;
1007 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];
1008 maptile *m; 1005 maptile *m;
1009 1006
1010 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 {
1011 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))
1012 { 1016 {
1013 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.");
1014 return 0; 1018 return 0;
1019 }
1015 } 1020 }
1016 1021
1017 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1018 1023
1019 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1105 * interesting spell. 1110 * interesting spell.
1106 * 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
1107 * can't be friendly to your god. 1112 * can't be friendly to your god.
1108 */ 1113 */
1109 1114
1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1111 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1112 || (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)))
1113 { 1120 {
1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1115 return 0; 1122 return 0;
1116 } 1123 }
1117 1124
1124 effect->level = casting_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1125 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 { 1134 {
1128 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1129 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));
1130 else 1137 else
1131 { 1138 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1133 return 0; 1140 return 0;
1134 } 1141 }
1153 } 1160 }
1154 else 1161 else
1155 { 1162 {
1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1163 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1157 target->stats.hp = target->stats.maxhp * 2; 1164 target->stats.hp = target->stats.maxhp * 2;
1158 effect->destroy (true); 1165 effect->destroy ();
1159 return 0; 1166 return 0;
1160 } 1167 }
1161 } 1168 }
1162 } 1169 }
1163 else 1170 else
1186void 1193void
1187move_missile (object *op) 1194move_missile (object *op)
1188{ 1195{
1189 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1190 { 1197 {
1191 op->destroy_inv (true); // be explicit about dropping
1192 op->destroy (true); 1198 op->drop_and_destroy ();
1193 return; 1199 return;
1194 } 1200 }
1195 1201
1196 mapxy pos (op); 1202 mapxy pos (op);
1197 pos.move (op->direction); 1203 pos.move (op->direction);
1198 1204
1199 if (!pos.normalise ()) 1205 if (!pos.normalise ())
1200 { 1206 {
1201 op->destroy (true); 1207 op->destroy ();
1202 return; 1208 return;
1203 } 1209 }
1204 1210
1205 mapspace &ms = pos.ms (); 1211 mapspace &ms = pos.ms ();
1206 1212
1208 { 1214 {
1209 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1210 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1211 * 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.
1212 */ 1218 */
1213 op->destroy (true); 1219 op->destroy ();
1214 return; 1220 return;
1215 } 1221 }
1216 1222
1217 if (!op->direction) 1223 if (!op->direction)
1218 { 1224 {
1219 op->destroy (true); 1225 op->destroy ();
1220 return; 1226 return;
1221 } 1227 }
1222 1228
1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner); 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1224 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1249 1255
1250 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1251 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1252 tmp->stats.food = time; 1258 tmp->stats.food = time;
1253 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1254 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1256 tmp->glow_radius = MAX_LIGHT_RADII;
1257
1258 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1259 1262
1260 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1261 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1262 1265
1263 return 1; 1266 return 1;
1264} 1267}
1265 1268
1266int 1269int
1267cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1268{ 1271{
1269 int i, j, range, mflags, friendly = 0, dam, dur;
1270 sint16 sx, sy;
1271 maptile *m;
1272 object *tmp;
1273 const char *skill;
1274
1275 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1276 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);
1277 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1278 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1279 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1280 1277
1281 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1282 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1283 * We do some shortcuts here - since this is just temporary
1284 * and we'll reset the values back, we don't need to go through
1285 * the full share string/free_string route.
1286 */ 1280 */
1287 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1288 if (caster == op) 1283 if (caster == op)
1289 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1290 else if (caster->skill) 1285 else if (caster->skill)
1291 op->skill = caster->skill; 1286 op->skill = caster->skill;
1292 else 1287 else
1293 op->skill = NULL; 1288 op->skill = 0;
1294 1289
1295 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1296 1291
1297 for (i = -range; i <= range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1298 { 1293 {
1299 for (j = -range; j <= range; j++) 1294 mapspace &ms = m->at (nx, ny);
1300 {
1301 m = op->map;
1302 sx = op->x + i;
1303 sy = op->y + j;
1304 1295
1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1306 if (mflags & P_OUT_OF_MAP)
1307 continue;
1308
1309 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 ())
1310 { 1299 {
1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1313 break;
1314 1301
1315 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1316 { 1304 {
1317 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1318 tmp = tmp->head;
1319
1320 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1322 { 1306 {
1323 if (spell_ob->subtype == SP_DESTRUCTION)
1324 {
1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326 1308
1327 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1329 } 1311 }
1330 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)
1331 { 1313 {
1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1333 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1334 }
1335 } 1316 }
1336 } 1317 }
1337 } 1318 }
1338 }
1339 } 1319 }
1340 1320
1341 op->skill = skill; 1321 op->skill = skill;
1342 return 1; 1322 return 1;
1343} 1323}
1450 */ 1430 */
1451int 1431int
1452mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1453{ 1433{
1454 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1455 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1456 sint16 x, y, nx, ny;
1457 maptile *m;
1458 const char *race; 1436 const char *race;
1459 1437
1460 /* 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
1461 * doing it over and over again. 1439 * doing it over and over again.
1462 */ 1440 */
1468 * 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
1469 * won't ever match anything. 1447 * won't ever match anything.
1470 */ 1448 */
1471 if (!spell->race) 1449 if (!spell->race)
1472 race = NULL; 1450 race = NULL;
1473 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1474 race = god->slaying; 1452 race = god->slaying;
1475 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1476 race = god->race; 1454 race = god->race;
1477 else 1455 else
1478 race = spell->race; 1456 race = spell->race;
1479 1457
1480 for (x = op->x - range; x <= op->x + range; x++) 1458 unordered_mapwalk (op, -range, -range, range, range)
1481 for (y = op->y - range; y <= op->y + range; y++)
1482 { 1459 {
1483 done_one = 0; 1460 mapspace &ms = m->at (nx, ny);
1484 m = op->map;
1485 nx = x;
1486 ny = y;
1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1488 if (mflags & P_OUT_OF_MAP)
1489 continue;
1490 1461
1491 /* 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 */
1492 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1493 continue; 1464 continue;
1494 1465
1495 // players can only affect spaces that they can actually see 1466 // players can only affect spaces that they can actually see
1467 if (caster
1496 if (caster && caster->contr 1468 && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70) 1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1498 continue; 1470 continue;
1499 1471
1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1501 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1473 if (tmp->flag [FLAG_MONSTER])
1502 break; 1474 break;
1503 1475
1504 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1505 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1506 continue; 1478 continue;
1507 1479
1508 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1509 if (tmp->head)
1510 head = tmp->head; 1481 head = tmp->head_ ();
1511 else
1512 head = tmp;
1513 1482
1514 /* 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 */
1515 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1516 continue; 1485 continue;
1517 1486
1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1519 continue; 1488 continue;
1520 1489
1521 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1522 best_at = -1; 1491 best_at = -1;
1523 if (spell->attacktype) 1492 if (spell->attacktype)
1524 { 1493 {
1525 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1526 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1527 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1528 best_at = at; 1497 best_at = at;
1529 1498
1530 if (best_at == -1) 1499 if (best_at == -1)
1531 at = 0; 1500 at = 0;
1532 else 1501 else
1533 { 1502 {
1534 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1535 continue; 1504 continue;
1536 else 1505 else
1537 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1538 } 1507 }
1508
1539 at -= level / 5; 1509 at -= level / 5;
1540 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1541 continue; 1511 continue;
1542 } 1512 }
1543 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1544 { 1514 {
1545 /* 1515 /*
1546 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:
1547 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1548 * 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 ) )
1549 1519
1550 The chance will then be in the range [20-70] percent, not too bad. 1520 The chance will then be in the range [20-70] percent, not too bad.
1551 1521
1552 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
1553 charm a level 125 monster... 1523 charm a level 125 monster...
1554 1524
1555 Ryo, august 14th 1525 Ryo, august 14th
1556 */ 1526 */
1557 if (head->level > level) 1527 if (head->level > level)
1558 continue; 1528 continue;
1559 1529
1560 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))))
1561 /* Failed, no effect */ 1531 /* Failed, no effect */
1562 continue; 1532 continue;
1563 } 1533 }
1564 1534
1565 /* Done with saving throw. Now start affecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1566 1537
1567 /* aggravation */ 1538 /* aggravation */
1568 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1569 { 1540 {
1570 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1571 remove_friendly_object (head); 1542 remove_friendly_object (head);
1572 done_one = 1; 1543 done_one = 1;
1573 head->enemy = op; 1544 head->enemy = op;
1574 } 1545 }
1575 1546
1576 /* calm monsters */ 1547 /* calm monsters */
1577 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1578 { 1549 {
1579 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1580 head->enemy = NULL; 1551 head->enemy = NULL;
1581 done_one = 1; 1552 done_one = 1;
1582 } 1553 }
1583 1554
1584 /* berserk monsters */ 1555 /* berserk monsters */
1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1586 { 1557 {
1587 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1588 done_one = 1; 1559 done_one = 1;
1589 } 1560 }
1590 1561
1591 /* charm */ 1562 /* charm */
1592 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))
1593 { 1564 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595 1566
1596 /* Prevent uncontrolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1597 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.
1598 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. */
1599 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1600 head->set_owner (op); 1571 head->set_owner (op);
1601 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1602 add_friendly_object (head); 1573 add_friendly_object (head);
1603 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1604 done_one = 1; 1575 done_one = 1;
1605 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);
1606 head->stats.exp = 0; 1577 head->stats.exp = 0;
1607 } 1578 }
1608 1579
1609 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1610 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1611 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1612 } /* for y */ 1583 }
1613 1584
1614 return 1; 1585 return 1;
1615} 1586}
1616
1617 1587
1618/* 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
1619 * 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
1620 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1621 * op is the spell effect. 1591 * op is the spell effect.
1647 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1648 { 1618 {
1649 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1650 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1651 */ 1621 */
1652
1653 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1654 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1655 1624
1656 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1657 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1659 { 1628 {
1660 dir = tmpdir; 1629 dir = tmpdir;
1661 break; 1630 break;
1662 } 1631 }
1663 } 1632 }
1633
1664 if (dir == 0) 1634 if (dir == 0)
1665 { 1635 {
1666 nx = op->x; 1636 nx = op->x;
1667 ny = op->y; 1637 ny = op->y;
1668 m = op->map; 1638 m = op->map;
1741 object *owner = op->env; 1711 object *owner = op->env;
1742 1712
1743 if (!owner) // MUST not happen, remove when true TODO 1713 if (!owner) // MUST not happen, remove when true TODO
1744 { 1714 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ()); 1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1746 op->destroy (true); 1716 op->destroy ();
1747 return; 1717 return;
1748 } 1718 }
1749 1719
1750 if (!op->duration || !owner->is_on_map ()) 1720 if (!op->duration || !owner->is_on_map ())
1751 { 1721 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true); 1722 op->drop_and_destroy ();
1754 return; 1723 return;
1755 } 1724 }
1756 1725
1757 op->duration--; 1726 op->duration--;
1758 1727
1890 int dam, mflags; 1859 int dam, mflags;
1891 maptile *m; 1860 maptile *m;
1892 1861
1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1894 1863
1895 if (!dir) 1864 if (dir)
1896 {
1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1898 return 0;
1899 } 1865 {
1900
1901 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1902 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1903 m = op->map; 1868 m = op->map;
1904 1869
1905 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1871
1907 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
1908 { 1873 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1910 return 0; 1875 return 0;
1911 } 1876 }
1912 1877
1913 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1914 { 1879 {
1915 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)
1916 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 { 1882 {
1918 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1919 if (target->head) 1884 if (target->head)
1920 target = target->head; 1885 target = target->head;
1921 1886
1922 hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1923 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
1924 } 1890 }
1925 }
1926 1891
1927 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1928 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)))
1929 { 1894 {
1930 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.");
1931 return 0; 1896 return 0;
1897 }
1932 } 1898 }
1933 1899
1934 /* 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 */
1935 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1936 if (!tmp) 1902 if (!tmp)
1937 { 1903 {
1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1939 return 0; 1905 return 0;
1940 } 1906 }
1907
1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1942 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1943 { 1911 tmp->set_glow_radius (
1944 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)
1945 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
1946 tmp->glow_radius = MAX_LIGHT_RADII;
1947 }
1948 1914
1915 if (dir)
1949 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env_or_self ()->insert (tmp);
1919
1950 return 1; 1920 return 1;
1951} 1921}
1952 1922
1953/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1954 * player and infects someone. 1924 * player and infects someone.
2061 2031
2062 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2063 { 2033 {
2064 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);
2065 2035
2066 disease->destroy (true); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2068 return 1; 2038 return 1;
2069 } 2039 }
2070 2040
2071 disease->destroy (true); 2041 disease->destroy ();
2072 } 2042 }
2073 } /* if living creature */ 2043 } /* if living creature */
2074 } /* for range of spaces */ 2044 } /* for range of spaces */
2075 2045
2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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