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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.13
Committed: Thu Sep 14 22:34:05 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +1 -8 lines
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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 /* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits
26 * of code
27 */
28
29 #include <global.h>
30 #include <object.h>
31 #include <living.h>
32 #ifndef __CEXTRACT__
33 # include <sproto.h>
34 #endif
35 #include <spells.h>
36 #include <sounds.h>
37
38 /* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too
41 * op is the spell object.
42 */
43
44 void
45 check_spell_knockback (object *op)
46 {
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50
51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
54 return;
55 }
56 else
57 {
58 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 }
61
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 {
64 int num_sections = 1;
65
66 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ))
68 return;
69
70 /* don't move parts of objects */
71 if (tmp->head)
72 continue;
73
74 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
77
78 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
81
82 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant.
85 */
86
87 /* surface area? -tm */
88
89 if (tmp->move_type & MOVE_FLYING)
90 frictionmod = 1; /* flying objects loose the friction modifier */
91
92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
94 /* move_object is really for monsters, but looking at
95 * the move_object function, it appears that it should
96 * also be safe for objects.
97 * This does return if successful or not, but
98 * I don't see us doing anything useful with that information
99 * right now.
100 */
101 move_object (tmp, absdir (op->stats.sp));
102 }
103
104 }
105 }
106
107 /***************************************************************************
108 *
109 * BOLT CODE
110 *
111 ***************************************************************************/
112
113 /* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork.
115 */
116
117 void
118 forklightning (object *op, object *tmp)
119 {
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */
122 mapstruct *m;
123 sint16 sx, sy;
124 object *new_bolt;
125
126 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT
128 * Should start out at 50, down to 25 for one already going left
129 * down to 0 for one going 90 degrees left off original path
130 */
131
132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
133 new_dir = -1;
134
135 /* check the new dir for a wall and in the map */
136 t_dir = absdir (tmp->direction + new_dir);
137
138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
139 return;
140
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return;
143
144 /* OK, we made a fork */
145 new_bolt = get_object ();
146 copy_object (tmp, new_bolt);
147
148 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1;
153 new_bolt->direction = t_dir;
154 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
162 update_turn_face (new_bolt);
163 }
164
165 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it.
167 */
168
169 void
170 move_bolt (object *op)
171 {
172 object *tmp;
173 int mflags;
174 sint16 x, y;
175 mapstruct *m;
176
177 if (--(op->duration) < 0)
178 {
179 remove_ob (op);
180 free_object (op);
181 return;
182 }
183
184 hit_map (op, 0, op->attacktype, 1);
185
186 if (!op->direction)
187 return;
188
189 if (--op->range < 0)
190 {
191 op->range = 0;
192 }
193 else
194 {
195 x = op->x + DIRX (op);
196 y = op->y + DIRY (op);
197 m = op->map;
198 mflags = get_map_flags (m, &m, x, y, &x, &y);
199
200 if (mflags & P_OUT_OF_MAP)
201 return;
202
203 /* We are about to run into something - we may bounce */
204 /* Calling reflwall is pretty costly, as it has to look at all the objects
205 * on the space. So only call reflwall if we think the data it returns
206 * will be useful.
207 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return;
213
214 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the
216 * opposite direction. However, if the bolt is travelling
217 * on the diagonal, it is trickier - eg, a bolt travelling
218 * northwest bounces different if it hits a north/south
219 * wall (bounces to northeast) vs an east/west (bounces
220 * to the southwest.
221 */
222 if (op->direction & 1)
223 op->direction = absdir (op->direction + 4);
224 else
225 {
226 int left, right;
227 int mflags;
228
229 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
230 * over a corner in a tiled map, it is possible that
231 * op->direction is within an adjacent map but either
232 * op->direction-1 or op->direction+1 does not exist.
233 */
234 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
235 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
236
237 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
238
239 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
240 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
241 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
242
243 if (left == right)
244 op->direction = absdir (op->direction + 4);
245 else if (left)
246 op->direction = absdir (op->direction + 2);
247 else if (right)
248 op->direction = absdir (op->direction - 2);
249 }
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return;
252 }
253 else
254 { /* Create a copy of this object and put it ahead */
255 tmp = get_object ();
256 copy_object (op, tmp);
257 tmp->speed_left = -0.1;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */
261 tmp->duration++;
262
263 /* New forking code. Possibly create forks of this object
264 * going off in other directions.
265 */
266
267 if (rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */
269 forklightning (op, tmp);
270 }
271 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward.
273 */
274 op->range = 0;
275 } /* copy object and move it along */
276 } /* if move bolt along */
277 }
278
279 /* fire_bolt
280 * object op (cast from caster) files a bolt in dir.
281 * spob is the spell object for the bolt.
282 * we remove the magic flag - that can be derived from
283 * spob->attacktype.
284 * This function sets up the appropriate owner and skill
285 * pointers.
286 */
287
288 int
289 fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290 {
291 object *tmp = NULL;
292 int mflags;
293
294 if (!spob->other_arch)
295 return 0;
296
297 tmp = arch_to_object (spob->other_arch);
298 if (tmp == NULL)
299 return 0;
300
301 /* peterm: level dependency for bolts */
302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
303 tmp->attacktype = spob->attacktype;
304 if (spob->slaying)
305 tmp->slaying = spob->slaying;
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con;
310
311 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir);
314
315 set_owner (tmp, op);
316 set_spell_skill (op, caster, spob, tmp);
317
318 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map;
321
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP)
324 {
325 free_object (tmp);
326 return 0;
327 }
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 {
332 free_object (tmp);
333 return 0;
334 }
335 tmp->x = op->x;
336 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map;
339 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
341 move_bolt (tmp);
342 return 1;
343 }
344
345
346
347 /***************************************************************************
348 *
349 * BULLET/BALL CODE
350 *
351 ***************************************************************************/
352
353 /* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions.
355 * At least that is what I think this does.
356 */
357 void
358 explosion (object *op)
359 {
360 object *tmp;
361 mapstruct *m = op->map;
362 int i;
363
364 if (--(op->duration) < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 }
370 hit_map (op, 0, op->attacktype, 0);
371
372 if (op->range > 0)
373 {
374 for (i = 1; i < 9; i++)
375 {
376 sint16 dx, dy;
377
378 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i];
380 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc.
382 */
383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 {
385 tmp = get_object ();
386 copy_object (op, tmp);
387 tmp->state = 0;
388 tmp->speed_left = -0.21;
389 tmp->range--;
390 tmp->value = 0;
391 tmp->x = dx;
392 tmp->y = dy;
393 insert_ob_in_map (tmp, m, op, 0);
394 }
395 }
396 }
397 }
398
399
400 /* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to
402 * explode.
403 */
404 void
405 explode_bullet (object *op)
406 {
407 tag_t op_tag = op->count;
408 object *tmp, *owner;
409
410 if (op->other_arch == NULL)
411 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 remove_ob (op);
414 free_object (op);
415 return;
416 }
417
418 if (op->env)
419 {
420 object *env;
421
422 env = object_get_env_recursive (op);
423 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
424 {
425 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op);
427 free_object (op);
428 return;
429 }
430 remove_ob (op);
431 op->x = env->x;
432 op->y = env->y;
433 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
434 }
435 else if (out_of_map (op->map, op->x, op->y))
436 {
437 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
438 remove_ob (op);
439 free_object (op);
440 return;
441 }
442
443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
444 // NOTE: If this breaks something important: remove this. I can't think of anything
445 // bad at the moment that might happen from this.
446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
447 {
448 remove_ob (op);
449 free_object (op);
450 return;
451 }
452
453 if (op->attacktype)
454 {
455 hit_map (op, 0, op->attacktype, 1);
456 if (was_destroyed (op, op_tag))
457 return;
458 }
459
460 /* other_arch contains what this explodes into */
461 tmp = arch_to_object (op->other_arch);
462
463 copy_owner (tmp, op);
464 tmp->skill = op->skill;
465
466 owner = get_owner (op);
467
468 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
469 {
470 remove_ob (op);
471 free_object (op);
472 return;
473 }
474
475 tmp->x = op->x;
476 tmp->y = op->y;
477
478 /* special for bombs - it actually has sane values for these */
479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 {
481 tmp->attacktype = op->attacktype;
482 tmp->range = op->range;
483 tmp->stats.dam = op->stats.dam;
484 tmp->duration = op->duration;
485 }
486 else
487 {
488 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC;
490 /* Spell doc describes what is going on here */
491 tmp->stats.dam = op->dam_modifier;
492 tmp->range = op->stats.maxhp;
493 tmp->duration = op->stats.hp;
494 /* Used for spell tracking - just need a unique val for this spell -
495 * the count of the parent should work fine.
496 */
497 tmp->stats.maxhp = op->count;
498 }
499
500 /* Set direction of cone explosion */
501 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
502 tmp->stats.sp = op->direction;
503
504 /* Prevent recursion */
505 op->move_on = 0;
506
507 insert_ob_in_map (tmp, op->map, op, 0);
508 /* remove the firebullet */
509 if (!was_destroyed (op, op_tag))
510 {
511 remove_ob (op);
512 free_object (op);
513 }
514 }
515
516
517
518 /* checks to see what op should do, given the space it is on
519 * (eg, explode, damage player, etc)
520 */
521
522 void
523 check_bullet (object *op)
524 {
525 tag_t op_tag = op->count, tmp_tag;
526 object *tmp;
527 int dam, mflags;
528 mapstruct *m;
529 sint16 sx, sy;
530
531 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
532
533 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
534 return;
535
536 if (op->other_arch)
537 {
538 /* explode object will also remove op */
539 explode_bullet (op);
540 return;
541 }
542
543 /* If nothing alive on this space, no reason to do anything further */
544 if (!(mflags & P_IS_ALIVE))
545 return;
546
547 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
548 {
549 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 {
551 tmp_tag = tmp->count;
552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
553 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0)
554 {
555 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 {
557 remove_ob (op);
558 free_object (op);
559 return;
560 }
561 }
562 }
563 }
564 }
565
566
567 /* Basically, we move 'op' one square, and if it hits something,
568 * call check_bullet.
569 * This function is only applicable to bullets, but not to all
570 * fired arches (eg, bolts).
571 */
572
573 void
574 move_bullet (object *op)
575 {
576 sint16 new_x, new_y;
577 int mflags;
578 mapstruct *m;
579
580 #if 0
581 /* We need a better general purpose way to do this */
582
583 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR)
586 {
587 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag))
589 return;
590 } /* end addition. */
591 #endif
592
593 /* Reached the end of its life - remove it */
594 if (--op->range <= 0)
595 {
596 if (op->other_arch)
597 {
598 explode_bullet (op);
599 }
600 else
601 {
602 remove_ob (op);
603 free_object (op);
604 }
605 return;
606 }
607
608 new_x = op->x + DIRX (op);
609 new_y = op->y + DIRY (op);
610 m = op->map;
611 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
612
613 if (mflags & P_OUT_OF_MAP)
614 {
615 remove_ob (op);
616 free_object (op);
617 return;
618 }
619
620 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
621 {
622 if (op->other_arch)
623 {
624 explode_bullet (op);
625 }
626 else
627 {
628 remove_ob (op);
629 free_object (op);
630 }
631 return;
632 }
633
634 remove_ob (op);
635 op->x = new_x;
636 op->y = new_y;
637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
638 return;
639
640 if (reflwall (op->map, op->x, op->y, op))
641 {
642 op->direction = absdir (op->direction + 4);
643 update_turn_face (op);
644 }
645 else
646 {
647 check_bullet (op);
648 }
649 }
650
651
652
653
654 /* fire_bullet
655 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from
658 * spob->attacktype.
659 * This function sets up the appropriate owner and skill
660 * pointers.
661 */
662
663 int
664 fire_bullet (object *op, object *caster, int dir, object *spob)
665 {
666 object *tmp = NULL;
667 int mflags;
668
669 if (!spob->other_arch)
670 return 0;
671
672 tmp = arch_to_object (spob->other_arch);
673 if (tmp == NULL)
674 return 0;
675
676 /* peterm: level dependency for bolts */
677 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
678 tmp->attacktype = spob->attacktype;
679 if (spob->slaying)
680 tmp->slaying = spob->slaying;
681
682 tmp->range = 50;
683
684 /* Need to store duration/range for the ball to use */
685 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
686 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
687 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
688
689 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
691 SET_ANIMATION (tmp, dir);
692
693 set_owner (tmp, op);
694 set_spell_skill (op, caster, spob, tmp);
695
696 tmp->x = op->x + freearr_x[dir];
697 tmp->y = op->y + freearr_y[dir];
698 tmp->map = op->map;
699
700 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
701 if (mflags & P_OUT_OF_MAP)
702 {
703 free_object (tmp);
704 return 0;
705 }
706 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
707 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 {
710 free_object (tmp);
711 return 0;
712 }
713 tmp->x = op->x;
714 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map;
717 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
719 {
720 check_bullet (tmp);
721 }
722 return 1;
723 }
724
725
726
727
728 /*****************************************************************************
729 *
730 * CONE RELATED FUNCTIONS
731 *
732 *****************************************************************************/
733
734
735 /* drops an object based on what is in the cone's "other_arch" */
736 void
737 cone_drop (object *op)
738 {
739 object *new_ob = arch_to_object (op->other_arch);
740
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level;
744 set_owner (new_ob, op->owner);
745
746 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752
753 }
754
755 /* move_cone: causes cone object 'op' to move a space/hit creatures */
756
757 void
758 move_cone (object *op)
759 {
760 int i;
761 tag_t tag;
762
763 /* if no map then hit_map will crash so just ignore object */
764 if (!op->map)
765 {
766 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
767 op->speed = 0;
768 update_ob_speed (op);
769 return;
770 }
771
772 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE))
774 {
775 hit_map (op, 0, op->attacktype, 0);
776 return;
777 }
778
779 #if 0
780 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die.
782 */
783 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL)
785 {
786 remove_ob (op);
787 free_object (op);
788 return;
789 }
790 #endif
791
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0);
794
795 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some
797 * degree.
798 */
799 if (op->weight)
800 check_spell_knockback (op);
801
802 if (was_destroyed (op, tag))
803 return;
804
805 if ((op->duration--) < 0)
806 {
807 remove_ob (op);
808 free_object (op);
809 return;
810 }
811 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires,
813 * then the object will get removed.
814 */
815 if (--op->range < 0)
816 {
817 op->range = 0; /* just so it doesn't wrap */
818 return;
819 }
820
821 for (i = -1; i < 2; i++)
822 {
823 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
824
825 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
826 {
827 object *tmp = get_object ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832
833 tmp->duration = op->duration + 1;
834
835 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0);
838 if (tmp->other_arch)
839 cone_drop (tmp);
840 }
841 }
842 }
843
844 /* cast_cone: casts a cone spell.
845 * op: person firing the object.
846 * caster: object casting the spell.
847 * dir: direction to fire in.
848 * spell: spell that is being fired. It uses other_arch for the archetype
849 * to fire.
850 * returns 0 on failure, 1 on success.
851 */
852 int
853 cast_cone (object *op, object *caster, int dir, object *spell)
854 {
855 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m;
858 sint16 sx, sy;
859 MoveType movetype;
860
861 if (!spell->other_arch)
862 return 0;
863
864 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
865 {
866 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
867 return 0;
868 }
869
870 if (!dir)
871 {
872 range_min = 0;
873 range_max = 8;
874 }
875
876 /* Need to know what the movetype of the object we are about
877 * to create is, so we can know if the space we are about to
878 * insert it into is blocked.
879 */
880 movetype = spell->other_arch->clone.move_type;
881
882 for (i = range_min; i <= range_max; i++)
883 {
884 sint16 x, y, d;
885
886 /* We can't use absdir here, because it never returns
887 * 0. If this is a rune, we want to hit the person on top
888 * of the trap (d==0). If it is not a rune, then we don't want
889 * to hit that person.
890 */
891 d = dir + i;
892 while (d < 0)
893 d += 8;
894 while (d > 8)
895 d -= 8;
896
897 /* If it's not a rune, we don't want to blast the caster.
898 * In that case, we have to see - if dir is specified,
899 * turn this into direction 8. If dir is not specified (all
900 * direction) skip - otherwise, one line would do more damage
901 * becase 0 direction will go through 9 directions - necessary
902 * for the rune code.
903 */
904 if (caster->type != RUNE && d == 0)
905 {
906 if (dir != 0)
907 d = 8;
908 else
909 continue;
910 }
911
912 x = op->x + freearr_x[d];
913 y = op->y + freearr_y[d];
914
915 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
916 continue;
917
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue;
920
921 success = 1;
922 tmp = arch_to_object (spell->other_arch);
923 set_owner (tmp, op);
924 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype;
929
930 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op))
933 return 0;
934
935 if (dir)
936 tmp->stats.sp = dir;
937 else
938 tmp->stats.sp = i;
939
940 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
941
942 /* If casting it in all directions, it doesn't go as far */
943 if (dir == 0)
944 {
945 tmp->range /= 4;
946 if (tmp->range < 2 && spell->range >= 2)
947 tmp->range = 2;
948 }
949
950 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
951 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
952
953 /* Special bonus for fear attacks */
954 if (tmp->attacktype & AT_FEAR)
955 {
956 if (caster->type == PLAYER)
957 tmp->duration += fear_bonus[caster->stats.Cha];
958 else
959 tmp->duration += caster->level / 3;
960 }
961
962 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
963 {
964 if (caster->type == PLAYER)
965 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
966 else
967 tmp->duration += caster->level / 3;
968 }
969
970 if (!(tmp->move_type & MOVE_FLY_LOW))
971 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
972
973 if (!tmp->move_on && tmp->stats.dam)
974 {
975 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
976 }
977
978 insert_ob_in_map (tmp, m, op, 0);
979
980 /* This is used for tracking spells so that one effect doesn't hit
981 * a single space too many times.
982 */
983 tmp->stats.maxhp = tmp->count;
984
985 if (tmp->other_arch)
986 cone_drop (tmp);
987 }
988
989 return success;
990 }
991
992 /****************************************************************************
993 *
994 * BOMB related code
995 *
996 ****************************************************************************/
997
998
999 /* This handles an exploding bomb.
1000 * op is the original bomb object.
1001 */
1002 void
1003 animate_bomb (object *op)
1004 {
1005 int i;
1006 object *env, *tmp;
1007 archetype *at;
1008
1009 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return;
1011
1012 env = object_get_env_recursive (op);
1013
1014 if (op->env)
1015 {
1016 if (env->map == NULL)
1017 return;
1018
1019 if (env->type == PLAYER)
1020 esrv_del_item (env->contr, op->count);
1021
1022 remove_ob (op);
1023 op->x = env->x;
1024 op->y = env->y;
1025 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1026 return;
1027 }
1028
1029 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1030 // on a safe map. I don't like this special casing, but it seems to be neccessary
1031 // as bombs can be carried.
1032 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1033 {
1034 remove_ob (op);
1035 free_object (op);
1036 return;
1037 }
1038
1039 /* This copies a lot of the code from the fire bullet,
1040 * but using the cast_bullet isn't really feasible,
1041 * so just set up the appropriate values.
1042 */
1043 at = archetype::find (SPLINT);
1044 if (at)
1045 {
1046 for (i = 1; i < 9; i++)
1047 {
1048 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1049 continue;
1050 tmp = arch_to_object (at);
1051 tmp->direction = i;
1052 tmp->range = op->range;
1053 tmp->stats.dam = op->stats.dam;
1054 tmp->duration = op->duration;
1055 tmp->attacktype = op->attacktype;
1056 copy_owner (tmp, op);
1057 if (op->skill && op->skill != tmp->skill)
1058 {
1059 tmp->skill = op->skill;
1060 }
1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1062 SET_ANIMATION (tmp, i);
1063 tmp->x = op->x + freearr_x[i];
1064 tmp->y = op->y + freearr_x[i];
1065 insert_ob_in_map (tmp, op->map, op, 0);
1066 move_bullet (tmp);
1067 }
1068 }
1069
1070 explode_bullet (op);
1071 }
1072
1073 int
1074 create_bomb (object *op, object *caster, int dir, object *spell)
1075 {
1076
1077 object *tmp;
1078 int mflags;
1079 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1080 mapstruct *m;
1081
1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1083 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1084 {
1085 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1086 return 0;
1087 }
1088 tmp = arch_to_object (spell->other_arch);
1089
1090 /* level dependencies for bomb */
1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1092 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1094 tmp->attacktype = spell->attacktype;
1095
1096 set_owner (tmp, op);
1097 set_spell_skill (op, caster, spell, tmp);
1098 tmp->x = dx;
1099 tmp->y = dy;
1100 insert_ob_in_map (tmp, m, op, 0);
1101 return 1;
1102 }
1103
1104 /****************************************************************************
1105 *
1106 * smite related spell code.
1107 *
1108 ****************************************************************************/
1109
1110 /* get_pointed_target() - this is used by finger of death
1111 * and the 'smite' spells. Returns the pointer to the first
1112 * monster in the direction which is pointed to by op. b.t.
1113 * op is the caster - really only used for the source location.
1114 * dir is the direction to look in.
1115 * range is how far out to look.
1116 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1117 * this info is used for blocked magic/unholy spaces.
1118 */
1119
1120 object *
1121 get_pointed_target (object *op, int dir, int range, int type)
1122 {
1123 object *target;
1124 sint16 x, y;
1125 int dist, mflags;
1126 mapstruct *mp;
1127
1128 if (dir == 0)
1129 return NULL;
1130
1131 for (dist = 1; dist < range; dist++)
1132 {
1133 x = op->x + freearr_x[dir] * dist;
1134 y = op->y + freearr_y[dir] * dist;
1135 mp = op->map;
1136 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1137
1138 if (mflags & P_OUT_OF_MAP)
1139 return NULL;
1140 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1141 return NULL;
1142 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1143 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL;
1146
1147 if (mflags & P_IS_ALIVE)
1148 {
1149 for (target = get_map_ob (mp, x, y); target; target = target->above)
1150 {
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target;
1154 }
1155 }
1156 }
1157 }
1158 return NULL;
1159 }
1160
1161
1162 /* cast_smite_arch() - the priest points to a creature and causes
1163 * a 'godly curse' to decend.
1164 * usual params -
1165 * op = player
1166 * caster = object casting the spell.
1167 * dir = direction being cast
1168 * spell = spell object
1169 */
1170
1171 int
1172 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173 {
1174 object *effect, *target;
1175 object *god = find_god (determine_god (op));
1176 int range;
1177
1178 range = spell->range + SP_level_range_adjust (caster, spell);
1179 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1180
1181 /* Bunch of conditions for casting this spell. Note that only
1182 * require a god if this is a cleric spell (requires grace).
1183 * This makes this spell much more general purpose - it can be used
1184 * by wizards also, which is good, because I think this is a very
1185 * interesting spell.
1186 * if it is a cleric spell, you need a god, and the creature
1187 * can't be friendly to your god.
1188 */
1189
1190 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1191 || (!god && spell->stats.grace)
1192 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1195 return 0;
1196 }
1197
1198 if (spell->other_arch)
1199 effect = arch_to_object (spell->other_arch);
1200 else
1201 return 0;
1202
1203 /* tailor the effect by priest level and worshipped God */
1204 effect->level = caster_level (caster, spell);
1205 effect->attacktype = spell->attacktype;
1206 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1207 {
1208 if (tailor_god_spell (effect, op))
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1210 else
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1213 return 0;
1214 }
1215 }
1216
1217 /* size of the area of destruction */
1218 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1219 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1220
1221 if (effect->attacktype & AT_DEATH)
1222 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224
1225 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD)
1228 {
1229 if (random_roll (0, 2, op, PREFER_LOW))
1230 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x;
1233 effect->y = op->y;
1234 }
1235 else
1236 {
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1238 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect);
1240 return 0;
1241 }
1242 }
1243 }
1244 else
1245 {
1246 /* how much woe to inflict :) */
1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1248 }
1249
1250 set_owner (effect, op);
1251 set_spell_skill (op, caster, spell, effect);
1252
1253 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x;
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257
1258 return 1;
1259 }
1260
1261
1262 /****************************************************************************
1263 *
1264 * MAGIC MISSILE code.
1265 * note that the fire_bullet is used to fire the missile. The
1266 * code here is just to move the missile.
1267 ****************************************************************************/
1268
1269 /* op is a missile that needs to be moved */
1270 void
1271 move_missile (object *op)
1272 {
1273 int i, mflags;
1274 object *owner;
1275 sint16 new_x, new_y;
1276 mapstruct *m;
1277
1278 if (op->range-- <= 0)
1279 {
1280 remove_ob (op);
1281 free_object (op);
1282 return;
1283 }
1284
1285 owner = get_owner (op);
1286 #if 0
1287 /* It'd make things nastier if this wasn't here - spells cast by
1288 * monster that are then killed would continue to survive
1289 */
1290 if (owner == NULL)
1291 {
1292 remove_ob (op);
1293 free_object (op);
1294 return;
1295 }
1296 #endif
1297
1298 new_x = op->x + DIRX (op);
1299 new_y = op->y + DIRY (op);
1300
1301 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1302
1303 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1304 {
1305 tag_t tag = op->count;
1306
1307 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away.
1309 * we need to remove it if someone hasn't already done so.
1310 */
1311 if (!was_destroyed (op, tag))
1312 {
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return;
1317 }
1318
1319 remove_ob (op);
1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 {
1322 free_object (op);
1323 return;
1324 }
1325 op->x = new_x;
1326 op->y = new_y;
1327 op->map = m;
1328 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1329 if (i > 0 && i != op->direction)
1330 {
1331 op->direction = i;
1332 SET_ANIMATION (op, op->direction);
1333 }
1334 insert_ob_in_map (op, op->map, op, 0);
1335 }
1336
1337 /****************************************************************************
1338 * Destruction
1339 ****************************************************************************/
1340
1341 /* make_object_glow() - currently only makes living objects glow.
1342 * we do this by creating a force and inserting it in the
1343 * object. if time is 0, the object glows permanently. To truely
1344 * make this work for non-living objects, we would have to
1345 * give them the capability to have an inventory. b.t.
1346 */
1347
1348 int
1349 make_object_glow (object *op, int radius, int time)
1350 {
1351 object *tmp;
1352
1353 /* some things are unaffected... */
1354 if (op->path_denied & PATH_LIGHT)
1355 return 0;
1356
1357 tmp = get_archetype (FORCE_NAME);
1358 tmp->speed = 0.01;
1359 tmp->stats.food = time;
1360 SET_FLAG (tmp, FLAG_IS_USED_UP);
1361 tmp->glow_radius = radius;
1362 if (tmp->glow_radius > MAX_LIGHT_RADII)
1363 tmp->glow_radius = MAX_LIGHT_RADII;
1364
1365 tmp->x = op->x;
1366 tmp->y = op->y;
1367 if (tmp->speed < MIN_ACTIVE_SPEED)
1368 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1369 tmp = insert_ob_in_ob (tmp, op);
1370 if (tmp->glow_radius > op->glow_radius)
1371 op->glow_radius = tmp->glow_radius;
1372
1373 if (!tmp->env || op != tmp->env)
1374 {
1375 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1376 return 0;
1377 }
1378 return 1;
1379 }
1380
1381
1382
1383
1384 int
1385 cast_destruction (object *op, object *caster, object *spell_ob)
1386 {
1387 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy;
1389 mapstruct *m;
1390 object *tmp;
1391 const char *skill;
1392
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1395 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1396 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1397 friendly = 1;
1398
1399 /* destruction doesn't use another spell object, so we need
1400 * update op's skill pointer so that exp is properly awarded.
1401 * We do some shortcuts here - since this is just temporary
1402 * and we'll reset the values back, we don't need to go through
1403 * the full share string/free_string route.
1404 */
1405 skill = op->skill;
1406 if (caster == op)
1407 op->skill = spell_ob->skill;
1408 else if (caster->skill)
1409 op->skill = caster->skill;
1410 else
1411 op->skill = NULL;
1412
1413 change_skill (op, find_skill_by_name (op, op->skill), 1);
1414
1415 for (i = -range; i < range; i++)
1416 {
1417 for (j = -range; j < range; j++)
1418 {
1419 m = op->map;
1420 sx = op->x + i;
1421 sy = op->y + j;
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP)
1424 continue;
1425 if (mflags & P_IS_ALIVE)
1426 {
1427 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1428 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break;
1431 }
1432 if (tmp)
1433 {
1434 if (tmp->head)
1435 tmp = tmp->head;
1436
1437 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1439 {
1440 if (spell_ob->subtype == SP_DESTRUCTION)
1441 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1443 if (spell_ob->other_arch)
1444 {
1445 tmp = arch_to_object (spell_ob->other_arch);
1446 tmp->x = sx;
1447 tmp->y = sy;
1448 insert_ob_in_map (tmp, m, op, 0);
1449 }
1450 }
1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1452 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1455 object *effect = arch_to_object (spell_ob->other_arch);
1456
1457 effect->x = sx;
1458 effect->y = sy;
1459 insert_ob_in_map (effect, m, op, 0);
1460 }
1461 }
1462 }
1463 }
1464 }
1465 }
1466 }
1467 op->skill = skill;
1468 return 1;
1469 }
1470
1471 /***************************************************************************
1472 *
1473 * CURSE
1474 *
1475 ***************************************************************************/
1476
1477 int
1478 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1479 {
1480 object *god = find_god (determine_god (op));
1481 object *tmp, *force;
1482
1483 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1484 if (!tmp)
1485 {
1486 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1487 return 0;
1488 }
1489
1490 /* If we've already got a force of this type, don't add a new one. */
1491 for (force = tmp->inv; force != NULL; force = force->below)
1492 {
1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 {
1495 if (force->name == spell_ob->name)
1496 {
1497 break;
1498 }
1499 else if (spell_ob->race && spell_ob->race == force->name)
1500 {
1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1502 return 0;
1503 }
1504 }
1505 }
1506
1507 if (force == NULL)
1508 {
1509 force = get_archetype (FORCE_NAME);
1510 force->subtype = FORCE_CHANGE_ABILITY;
1511 if (spell_ob->race)
1512 force->name = spell_ob->race;
1513 else
1514 force->name = spell_ob->name;
1515
1516 force->name_pl = spell_ob->name;
1517
1518 }
1519 else
1520 {
1521 int duration;
1522
1523 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1524 if (duration > force->duration)
1525 {
1526 force->duration = duration;
1527 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1528 }
1529 else
1530 {
1531 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1532 }
1533 return 1;
1534 }
1535 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1536 force->speed = 1.0;
1537 force->speed_left = -1.0;
1538 SET_FLAG (force, FLAG_APPLIED);
1539
1540 if (god)
1541 {
1542 if (spell_ob->last_grace)
1543 force->path_repelled = god->path_repelled;
1544 if (spell_ob->last_grace)
1545 force->path_denied = god->path_denied;
1546 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1547 }
1548 else
1549 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1550
1551
1552 if (tmp != op && op->type == PLAYER)
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1554
1555 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc;
1557
1558 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp);
1561 return 1;
1562
1563 }
1564
1565
1566 /**********************************************************************
1567 * mood change
1568 * Arguably, this may or may not be an attack spell. But since it
1569 * effects monsters, it seems best to put it into this file
1570 ***********************************************************************/
1571
1572 /* This covers the various spells that change the moods of monsters -
1573 * makes them angry, peacful, friendly, etc.
1574 */
1575 int
1576 mood_change (object *op, object *caster, object *spell)
1577 {
1578 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at;
1580 sint16 x, y, nx, ny;
1581 mapstruct *m;
1582 const char *race;
1583
1584 /* We precompute some values here so that we don't have to keep
1585 * doing it over and over again.
1586 */
1587 god = find_god (determine_god (op));
1588 level = caster_level (caster, spell);
1589 range = spell->range + SP_level_range_adjust (caster, spell);
1590
1591 /* On the bright side, no monster should ever have a race of GOD_...
1592 * so even if the player doesn't worship a god, if race=GOD_.., it
1593 * won't ever match anything.
1594 */
1595 if (!spell->race)
1596 race = NULL;
1597 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1598 race = god->slaying;
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1600 race = god->race;
1601 else
1602 race = spell->race;
1603
1604
1605 for (x = op->x - range; x <= op->x + range; x++)
1606 for (y = op->y - range; y <= op->y + range; y++)
1607 {
1608
1609 done_one = 0;
1610 m = op->map;
1611 nx = x;
1612 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1614 if (mflags & P_OUT_OF_MAP)
1615 continue;
1616
1617 /* If there is nothing living on this space, no need to go further */
1618 if (!(mflags & P_IS_ALIVE))
1619 continue;
1620
1621 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1622 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break;
1624
1625 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER)
1627 continue;
1628
1629 /* Only the head has meaningful data, so resolve to that */
1630 if (tmp->head)
1631 head = tmp->head;
1632 else
1633 head = tmp;
1634
1635 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1636 if (race && head->race && !strstr (race, head->race))
1637 continue;
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue;
1640
1641 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1;
1643 if (spell->attacktype)
1644 {
1645 for (at = 0; at < NROFATTACKS; at++)
1646 if (spell->attacktype & (1 << at))
1647 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1648 best_at = at;
1649
1650 if (best_at == -1)
1651 at = 0;
1652 else
1653 {
1654 if (head->resist[best_at] == 100)
1655 continue;
1656 else
1657 at = head->resist[best_at] / 5;
1658 }
1659 at -= level / 5;
1660 if (did_make_save (head, head->level, at))
1661 continue;
1662 }
1663 else /* spell->attacktype */
1664 /*
1665 Spell has no attacktype (charm & such), so we'll have a specific saving:
1666 * if spell level < monster level, no go
1667 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1668
1669 The chance will then be in the range [20-70] percent, not too bad.
1670
1671 This is required to fix the 'charm monster' abuse, where a player level 1 can
1672 charm a level 125 monster...
1673
1674 Ryo, august 14th
1675 */
1676 {
1677 if (head->level > level)
1678 continue;
1679 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1680 /* Failed, no effect */
1681 continue;
1682 }
1683
1684 /* Done with saving throw. Now start effecting the monster */
1685
1686 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 {
1689 CLEAR_FLAG (head, FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head);
1692
1693 done_one = 1;
1694 head->enemy = op;
1695 }
1696
1697 /* calm monsters */
1698 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1699 {
1700 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1701 head->enemy = NULL;
1702 done_one = 1;
1703 }
1704
1705 /* berserk monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 {
1708 SET_FLAG (head, FLAG_BERSERK);
1709 done_one = 1;
1710 }
1711 /* charm */
1712 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1713 {
1714 SET_FLAG (head, FLAG_FRIENDLY);
1715 /* Prevent uncontolled outbreaks of self replicating monsters.
1716 Typical use case is charm, go somwhere, use aggravation to make hostile.
1717 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR);
1719 set_owner (head, op);
1720 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head);
1722 head->attack_movement = PETMOVE;
1723 done_one = 1;
1724 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1725 head->stats.exp = 0;
1726 }
1727
1728 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch)
1730 {
1731 tmp = arch_to_object (spell->other_arch);
1732 tmp->x = nx;
1733 tmp->y = ny;
1734 insert_ob_in_map (tmp, m, op, 0);
1735 }
1736 } /* for y */
1737
1738 return 1;
1739 }
1740
1741
1742 /* Move_ball_spell: This handles ball type spells that just sort of wander
1743 * about. was called move_ball_lightning, but since more than the ball
1744 * lightning spell used it, that seemed misnamed.
1745 * op is the spell effect.
1746 * note that duration is handled by process_object() in time.c
1747 */
1748
1749 void
1750 move_ball_spell (object *op)
1751 {
1752 int i, j, dam_save, dir, mflags;
1753 sint16 nx, ny, hx, hy;
1754 object *owner;
1755 mapstruct *m;
1756
1757 owner = get_owner (op);
1758
1759 /* the following logic makes sure that the ball doesn't move into a wall,
1760 * and makes sure that it will move along a wall to try and get at it's
1761 * victim. The block immediately below more or less chooses a random
1762 * offset to move the ball, eg, keep it mostly on course, with some
1763 * deviations.
1764 */
1765
1766 dir = 0;
1767 if (!(rndm (0, 3)))
1768 j = rndm (0, 1);
1769 else
1770 j = 0;
1771
1772 for (i = 1; i < 9; i++)
1773 {
1774 /* i bit 0: alters sign of offset
1775 * other bits (i / 2): absolute value of offset
1776 */
1777
1778 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1779 int tmpdir = absdir (op->direction + offset);
1780
1781 nx = op->x + freearr_x[tmpdir];
1782 ny = op->y + freearr_y[tmpdir];
1783 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1784 {
1785 dir = tmpdir;
1786 break;
1787 }
1788 }
1789 if (dir == 0)
1790 {
1791 nx = op->x;
1792 ny = op->y;
1793 m = op->map;
1794 }
1795
1796 remove_ob (op);
1797 op->y = ny;
1798 op->x = nx;
1799 insert_ob_in_map (op, m, op, 0);
1800
1801 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1802 surrounding squares */
1803
1804 /* loop over current square and neighbors to hit.
1805 * if this has an other_arch field, we insert that in
1806 * the surround spaces.
1807 */
1808 for (j = 0; j < 9; j++)
1809 {
1810 object *new_ob;
1811
1812 hx = nx + freearr_x[j];
1813 hy = ny + freearr_y[j];
1814
1815 m = op->map;
1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1817
1818 if (mflags & P_OUT_OF_MAP)
1819 continue;
1820
1821 /* first, don't ever, ever hit the owner. Don't hit out
1822 * of the map either.
1823 */
1824
1825 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1826 {
1827 if (j)
1828 op->stats.dam = dam_save / 2;
1829 hit_map (op, j, op->attacktype, 1);
1830
1831 }
1832
1833 /* insert the other arch */
1834 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1835 {
1836 new_ob = arch_to_object (op->other_arch);
1837 new_ob->x = hx;
1838 new_ob->y = hy;
1839 insert_ob_in_map (new_ob, m, op, 0);
1840 }
1841 }
1842
1843 /* restore to the center location and damage */
1844 op->stats.dam = dam_save;
1845
1846 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1847
1848 if (i >= 0)
1849 { /* we have a preferred direction! */
1850 /* pick another direction if the preferred dir is blocked. */
1851 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1852 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1853 {
1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1855 }
1856 op->direction = i;
1857 }
1858 }
1859
1860
1861 /* move_swarm_spell: peterm
1862 * This is an implementation of the swarm spell. It was written for
1863 * meteor swarm, but it could be used for any swarm. A swarm spell
1864 * is a special type of object that casts swarms of other types
1865 * of spells. Which spell it casts is flexible. It fires the spells
1866 * from a set of squares surrounding the caster, in a given direction.
1867 */
1868
1869 void
1870 move_swarm_spell (object *op)
1871 {
1872 #if 0
1873 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1874 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1875 sint16 target_x, target_y, origin_x, origin_y;
1876 int adjustdir;
1877 mapstruct *m;
1878 #endif
1879 int basedir;
1880 object *owner;
1881
1882 owner = get_owner (op);
1883 if (op->duration == 0 || owner == NULL)
1884 {
1885 remove_ob (op);
1886 free_object (op);
1887 return;
1888 }
1889 op->duration--;
1890
1891 basedir = op->direction;
1892 if (basedir == 0)
1893 {
1894 /* spray in all directions! 8) */
1895 basedir = rndm (1, 8);
1896 }
1897
1898 #if 0
1899 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and
1901 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1902 // space.
1903 // should be fixed later, but correctness before featurs...
1904 // (schmorp)
1905
1906 /* new offset calculation to make swarm element distribution
1907 * more uniform
1908 */
1909 if (op->duration)
1910 {
1911 if (basedir & 1)
1912 {
1913 adjustdir = cardinal_adjust[rndm (0, 8)];
1914 }
1915 else
1916 {
1917 adjustdir = diagonal_adjust[rndm (0, 9)];
1918 }
1919 }
1920 else
1921 {
1922 adjustdir = 0; /* fire the last one from forward. */
1923 }
1924
1925 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1926 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1927
1928 /* back up one space so we can hit point-blank targets, but this
1929 * necessitates extra out_of_map check below
1930 */
1931 origin_x = target_x - freearr_x[basedir];
1932 origin_y = target_y - freearr_y[basedir];
1933
1934
1935 /* spell pointer is set up for the spell this casts. Since this
1936 * should just be a pointer to the spell in some inventory,
1937 * it is unlikely to disappear by the time we need it. However,
1938 * do some sanity checking anyways.
1939 */
1940
1941 if (op->spell && op->spell->type == SPELL &&
1942 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1943 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1944 {
1945
1946 /* Bullet spells have a bunch more customization that needs to be done */
1947 if (op->spell->subtype == SP_BULLET)
1948 fire_bullet (owner, op, basedir, op->spell);
1949 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1950 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1951 }
1952 #endif
1953
1954 /* spell pointer is set up for the spell this casts. Since this
1955 * should just be a pointer to the spell in some inventory,
1956 * it is unlikely to disappear by the time we need it. However,
1957 * do some sanity checking anyways.
1958 */
1959
1960 if (op->spell && op->spell->type == SPELL)
1961 {
1962 /* Bullet spells have a bunch more customization that needs to be done */
1963 if (op->spell->subtype == SP_BULLET)
1964 fire_bullet (owner, op, basedir, op->spell);
1965 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1966 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1967 }
1968 }
1969
1970
1971
1972
1973 /* fire_swarm:
1974 * The following routine creates a swarm of objects. It actually
1975 * sets up a specific swarm object, which then fires off all
1976 * the parts of the swarm.
1977 *
1978 * op: the owner
1979 * caster: the caster (owner, wand, rod, scroll)
1980 * dir: the direction everything will be fired in
1981 * spell - the spell that is this spell.
1982 * n: the number to be fired.
1983 */
1984
1985 int
1986 fire_swarm (object *op, object *caster, object *spell, int dir)
1987 {
1988 object *tmp;
1989 int i;
1990
1991 if (!spell->other_arch)
1992 return 0;
1993
1994 tmp = get_archetype (SWARM_SPELL);
1995 tmp->x = op->x;
1996 tmp->y = op->y;
1997 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1998 set_spell_skill (op, caster, spell, tmp);
1999
2000 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
2001 tmp->spell = arch_to_object (spell->other_arch);
2002
2003 tmp->attacktype = tmp->spell->attacktype;
2004
2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
2007 if (!tailor_god_spell (tmp, op))
2008 return 1;
2009 }
2010 tmp->duration = SP_level_duration_adjust (caster, spell);
2011 for (i = 0; i < spell->duration; i++)
2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2013
2014 tmp->direction = dir;
2015 tmp->invisible = 1;
2016 insert_ob_in_map (tmp, op->map, op, 0);
2017 return 1;
2018 }
2019
2020
2021 /* See the spells documentation file for why this is its own
2022 * function.
2023 */
2024 int
2025 cast_light (object *op, object *caster, object *spell, int dir)
2026 {
2027 object *target = NULL, *tmp = NULL;
2028 sint16 x, y;
2029 int dam, mflags;
2030 mapstruct *m;
2031
2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2033
2034 if (!dir)
2035 {
2036 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2037 return 0;
2038 }
2039
2040 x = op->x + freearr_x[dir];
2041 y = op->y + freearr_y[dir];
2042 m = op->map;
2043
2044 mflags = get_map_flags (m, &m, x, y, &x, &y);
2045
2046 if (mflags & P_OUT_OF_MAP)
2047 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2049 return 0;
2050 }
2051
2052 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 {
2054 for (target = get_map_ob (m, x, y); target; target = target->above)
2055 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 {
2057 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head)
2059 target = target->head;
2060 (void) hit_player (target, dam, op, spell->attacktype, 1);
2061 return 1; /* one success only! */
2062 }
2063 }
2064
2065 /* no live target, perhaps a wall is in the way? */
2066 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2067 {
2068 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2069 return 0;
2070 }
2071
2072 /* ok, looks groovy to just insert a new light on the map */
2073 tmp = arch_to_object (spell->other_arch);
2074 if (!tmp)
2075 {
2076 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2077 return 0;
2078 }
2079 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
2080 if (tmp->glow_radius)
2081 {
2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2083 if (tmp->glow_radius > MAX_LIGHT_RADII)
2084 tmp->glow_radius = MAX_LIGHT_RADII;
2085 }
2086 tmp->x = x;
2087 tmp->y = y;
2088 insert_ob_in_map (tmp, m, op, 0);
2089 return 1;
2090 }
2091
2092
2093
2094
2095 /* cast_cause_disease: this spell looks along <dir> from the
2096 * player and infects someone.
2097 * op is the player/monster, caster is the object, dir is the direction
2098 * to cast, disease_arch is the specific disease, and type is the spell number
2099 * perhaps this should actually be in disease.c?
2100 */
2101
2102 int
2103 cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104 {
2105 sint16 x, y;
2106 int i, mflags, range, dam_mod, dur_mod;
2107 object *walk;
2108 mapstruct *m;
2109
2110 x = op->x;
2111 y = op->y;
2112
2113 /* If casting from a scroll, no direction will be available, so refer to the
2114 * direction the player is pointing.
2115 */
2116 if (!dir)
2117 dir = op->facing;
2118 if (!dir)
2119 return 0; /* won't find anything if casting on ourself, so just return */
2120
2121 /* Calculate these once here */
2122 range = spell->range + SP_level_range_adjust (caster, spell);
2123 dam_mod = SP_level_dam_adjust (caster, spell);
2124 dur_mod = SP_level_duration_adjust (caster, spell);
2125
2126 /* search in a line for a victim */
2127 for (i = 1; i < range; i++)
2128 {
2129 x = op->x + i * freearr_x[dir];
2130 y = op->y + i * freearr_y[dir];
2131 m = op->map;
2132
2133 mflags = get_map_flags (m, &m, x, y, &x, &y);
2134
2135 if (mflags & P_OUT_OF_MAP)
2136 return 0;
2137
2138 /* don't go through walls - presume diseases are airborne */
2139 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2140 return 0;
2141
2142 /* Only bother looking on this space if there is something living here */
2143 if (mflags & P_IS_ALIVE)
2144 {
2145 /* search this square for a victim */
2146 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2148 { /* found a victim */
2149 object *disease = arch_to_object (spell->other_arch);
2150
2151 set_owner (disease, op);
2152 set_spell_skill (op, caster, spell, disease);
2153 disease->stats.exp = 0;
2154 disease->level = caster_level (caster, spell);
2155
2156 /* do level adjustments */
2157 if (disease->stats.wc)
2158 disease->stats.wc += dur_mod / 2;
2159
2160 if (disease->magic > 0)
2161 disease->magic += dur_mod / 4;
2162
2163 if (disease->stats.maxhp > 0)
2164 disease->stats.maxhp += dur_mod;
2165
2166 if (disease->stats.maxgrace > 0)
2167 disease->stats.maxgrace += dur_mod;
2168
2169 if (disease->stats.dam)
2170 {
2171 if (disease->stats.dam > 0)
2172 disease->stats.dam += dam_mod;
2173 else
2174 disease->stats.dam -= dam_mod;
2175 }
2176
2177 if (disease->last_sp)
2178 {
2179 disease->last_sp -= 2 * dam_mod;
2180 if (disease->last_sp < 1)
2181 disease->last_sp = 1;
2182 }
2183
2184 if (disease->stats.maxsp)
2185 {
2186 if (disease->stats.maxsp > 0)
2187 disease->stats.maxsp += dam_mod;
2188 else
2189 disease->stats.maxsp -= dam_mod;
2190 }
2191
2192 if (disease->stats.ac)
2193 disease->stats.ac += dam_mod;
2194
2195 if (disease->last_eat)
2196 disease->last_eat -= dam_mod;
2197
2198 if (disease->stats.hp)
2199 disease->stats.hp -= dam_mod;
2200
2201 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod;
2203
2204 if (infect_object (walk, disease, 1))
2205 {
2206 object *flash; /* visual effect for inflicting disease */
2207
2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2209
2210 free_object (disease); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC);
2212 flash->x = x;
2213 flash->y = y;
2214 flash->map = walk->map;
2215 insert_ob_in_map (flash, walk->map, op, 0);
2216 return 1;
2217 }
2218 free_object (disease);
2219 }
2220 } /* if living creature */
2221 } /* for range of spaces */
2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2223 return 1;
2224 }