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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.44 by root, Sun Jul 22 14:17:58 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 * 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 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* 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) 37 * as flies over and damages them (only used for cones for now)
57 { 55 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 56 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); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 58 }
61 59
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 61 {
64 int num_sections = 1; 62 int num_sections = 1;
65 63
66 /* don't move DM */ 64 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
140 138
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 140 return;
143 141
144 /* OK, we made a fork */ 142 /* OK, we made a fork */
145 new_bolt = object::create (); 143 new_bolt = tmp->clone ();
146 tmp->copy_to (new_bolt);
147 144
148 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
154 new_bolt->duration++; 151 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 155 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
163} 158}
164 159
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
167 */ 162 */
168 163
169void 164void
170move_bolt (object *op) 165move_bolt (object *op)
171{ 166{
172 object *tmp;
173 int mflags; 167 int mflags;
174 sint16 x, y; 168 sint16 x, y;
175 maptile *m; 169 maptile *m;
176 170
177 if (--(op->duration) < 0) 171 if (--op->duration < 0)
178 { 172 {
179 op->destroy (); 173 op->destroy ();
180 return; 174 return;
181 } 175 }
182 176
184 178
185 if (!op->direction) 179 if (!op->direction)
186 return; 180 return;
187 181
188 if (--op->range < 0) 182 if (--op->range < 0)
189 {
190 op->range = 0; 183 op->range = 0;
191 }
192 else 184 else
193 { 185 {
194 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
195 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
196 m = op->map; 188 m = op->map;
204 * on the space. So only call reflwall if we think the data it returns 196 * on the space. So only call reflwall if we think the data it returns
205 * will be useful. 197 * will be useful.
206 */ 198 */
207 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
208 { 200 {
209
210 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
211 return; 202 return;
212 203
213 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
214 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
244 else if (left) 235 else if (left)
245 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
246 else if (right) 237 else if (right)
247 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
248 } 239 }
240
249 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
250 return; 242 return;
251 } 243 }
252 else 244 else
253 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
254 tmp = object::create (); 246 object *tmp = op->clone ();
255 op->copy_to (tmp); 247
248 m->insert (tmp, x, y, op);
256 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
257 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
258 tmp = insert_ob_in_map (tmp, op->map, op, 0);
259 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
260 tmp->duration++; 251 tmp->duration++;
261 252
262 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
263 * going off in other directions. 254 * going off in other directions.
264 */ 255 */
265
266 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
267 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
268 forklightning (op, tmp); 258 forklightning (op, tmp);
269 } 259 }
260
270 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
271 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
272 */ 263 */
273 op->range = 0; 264 op->range = 0;
274 } /* copy object and move it along */ 265 } /* copy object and move it along */
281 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
282 * spob->attacktype. 273 * spob->attacktype.
283 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
284 * pointers. 275 * pointers.
285 */ 276 */
286
287int 277int
288fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
289{ 279{
290 object *tmp = NULL; 280 object *tmp = NULL;
291 int mflags; 281 int mflags;
309 299
310 tmp->direction = dir; 300 tmp->direction = dir;
311 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
312 SET_ANIMATION (tmp, dir); 302 SET_ANIMATION (tmp, dir);
313 303
314 set_owner (tmp, op); 304 tmp->set_owner (op);
315 set_spell_skill (op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
316 306
317 tmp->x = op->x + DIRX (tmp); 307 tmp->x = op->x + DIRX (tmp);
318 tmp->y = op->y + DIRY (tmp); 308 tmp->y = op->y + DIRY (tmp);
319 tmp->map = op->map; 309 tmp->map = op->map;
320 310
311 maptile *newmap;
321 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
322 if (mflags & P_OUT_OF_MAP) 313 if (mflags & P_OUT_OF_MAP)
323 { 314 {
324 tmp->destroy (); 315 tmp->destroy ();
325 return 0; 316 return 0;
326 } 317 }
318
319 tmp->map = newmap;
327 320
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 322 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 324 {
337 tmp->y = op->y; 330 tmp->y = op->y;
338 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
339 tmp->map = op->map; 332 tmp->map = op->map;
340 } 333 }
341 334
342 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335 if ((tmp = tmp->insert_at (tmp, op)))
343 move_bolt (tmp); 336 move_bolt (tmp);
344 337
345 return 1; 338 return 1;
346} 339}
347
348
349 340
350/*************************************************************************** 341/***************************************************************************
351 * 342 *
352 * BULLET/BALL CODE 343 * BULLET/BALL CODE
353 * 344 *
358 * At least that is what I think this does. 349 * At least that is what I think this does.
359 */ 350 */
360void 351void
361explosion (object *op) 352explosion (object *op)
362{ 353{
363 object *tmp;
364 maptile *m = op->map; 354 maptile *m = op->map;
365 int i; 355 int i;
366 356
367 if (--(op->duration) < 0) 357 if (--op->duration < 0)
368 { 358 {
369 op->destroy (); 359 op->destroy ();
370 return; 360 return;
371 } 361 }
372 362
378 { 368 {
379 sint16 dx, dy; 369 sint16 dx, dy;
380 370
381 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
382 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
383 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
384 * out of map, etc. 375 * out of map, etc.
385 */ 376 */
386 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
387 { 378 {
388 tmp = object::create (); 379 object *tmp = op->clone ();
389 op->copy_to (tmp); 380
390 tmp->state = 0; 381 tmp->state = 0;
391 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
392 tmp->range--; 383 tmp->range--;
393 tmp->value = 0; 384 tmp->value = 0;
394 tmp->x = dx; 385
395 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 387 }
398 } 388 }
399 } 389 }
400} 390}
401
402 391
403/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
405 * explode. 394 * explode.
406 */ 395 */
416 return; 405 return;
417 } 406 }
418 407
419 if (op->env) 408 if (op->env)
420 { 409 {
421 object *env;
422
423 env = object_get_env_recursive (op); 410 object *env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
425 { 412 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 414 op->destroy ();
428 return; 415 return;
429 } 416 }
430 417
431 op->remove (); 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 419 }
436 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
437 { 421 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 423 op->destroy ();
457 } 441 }
458 442
459 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
461 445
462 copy_owner (tmp, op); 446 tmp->set_owner (op);
463 tmp->skill = op->skill; 447 tmp->skill = op->skill;
464 448
465 owner = get_owner (op); 449 owner = op->owner;
466 450
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
468 { 452 {
469 op->destroy (); 453 op->destroy ();
470 return; 454 return;
471 } 455 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 456
476 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 459 {
479 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
483 } 464 }
484 else 465 else
485 { 466 {
486 if (op->attacktype & AT_MAGIC) 467 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 468 tmp->attacktype |= AT_MAGIC;
469
488 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 474 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
501 483
502 /* Prevent recursion */ 484 /* Prevent recursion */
503 op->move_on = 0; 485 op->move_on = 0;
504 486
505 insert_ob_in_map (tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
506 /* remove the firebullet */ 488 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 489 op->destroy ();
510 }
511} 490}
512
513
514 491
515/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
516 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
517 */ 494 */
518
519void 495void
520check_bullet (object *op) 496check_bullet (object *op)
521{ 497{
522 object *tmp; 498 object *tmp;
523 int dam, mflags; 499 int dam, mflags;
538 514
539 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
540 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
541 return; 517 return;
542 518
543 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
544 { 520 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 522 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
555 } 531 }
556 } 532 }
557 } 533 }
558} 534}
559 535
560
561/* Basically, we move 'op' one square, and if it hits something, 536/* Basically, we move 'op' one square, and if it hits something,
562 * call check_bullet. 537 * call check_bullet.
563 * This function is only applicable to bullets, but not to all 538 * This function is only applicable to bullets, but not to all
564 * fired arches (eg, bolts). 539 * fired arches (eg, bolts).
565 */ 540 */
566
567void 541void
568move_bullet (object *op) 542move_bullet (object *op)
569{ 543{
570 sint16 new_x, new_y; 544 sint16 new_x, new_y;
571 int mflags; 545 int mflags;
614 op->destroy (); 588 op->destroy ();
615 589
616 return; 590 return;
617 } 591 }
618 592
619 op->remove (); 593 if (!(op = m->insert (op, new_x, new_y, op)))
620 op->x = new_x;
621 op->y = new_y;
622 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
623 return; 594 return;
624 595
625 if (reflwall (op->map, op->x, op->y, op)) 596 if (reflwall (op->map, op->x, op->y, op))
626 { 597 {
627 op->direction = absdir (op->direction + 4); 598 op->direction = absdir (op->direction + 4);
628 update_turn_face (op); 599 update_turn_face (op);
629 } 600 }
630 else 601 else
631 {
632 check_bullet (op); 602 check_bullet (op);
633 }
634} 603}
635
636
637
638 604
639/* fire_bullet 605/* fire_bullet
640 * object op (cast from caster) files a bolt in dir. 606 * object op (cast from caster) files a bolt in dir.
641 * spob is the spell object for the bolt. 607 * spob is the spell object for the bolt.
642 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
643 * spob->attacktype. 609 * spob->attacktype.
644 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
645 * pointers. 611 * pointers.
646 */ 612 */
647
648int 613int
649fire_bullet (object *op, object *caster, int dir, object *spob) 614fire_bullet (object *op, object *caster, int dir, object *spob)
650{ 615{
651 object *tmp = NULL; 616 object *tmp = NULL;
652 int mflags; 617 int mflags;
673 638
674 tmp->direction = dir; 639 tmp->direction = dir;
675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 640 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
676 SET_ANIMATION (tmp, dir); 641 SET_ANIMATION (tmp, dir);
677 642
678 set_owner (tmp, op); 643 tmp->set_owner (op);
679 set_spell_skill (op, caster, spob, tmp); 644 set_spell_skill (op, caster, spob, tmp);
680 645
681 tmp->x = op->x + freearr_x[dir]; 646 tmp->x = op->x + freearr_x[dir];
682 tmp->y = op->y + freearr_y[dir]; 647 tmp->y = op->y + freearr_y[dir];
683 tmp->map = op->map; 648 tmp->map = op->map;
684 649
650 maptile *newmap;
685 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
686 if (mflags & P_OUT_OF_MAP) 652 if (mflags & P_OUT_OF_MAP)
687 { 653 {
688 tmp->destroy (); 654 tmp->destroy ();
689 return 0; 655 return 0;
690 } 656 }
657
658 tmp->map = newmap;
691 659
692 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 660 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
693 { 661 {
694 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
695 { 663 {
701 tmp->y = op->y; 669 tmp->y = op->y;
702 tmp->direction = absdir (tmp->direction + 4); 670 tmp->direction = absdir (tmp->direction + 4);
703 tmp->map = op->map; 671 tmp->map = op->map;
704 } 672 }
705 673
706 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674 if ((tmp = tmp->insert_at (tmp, op)))
707 check_bullet (tmp); 675 check_bullet (tmp);
708 676
709 return 1; 677 return 1;
710} 678}
711
712
713
714 679
715/***************************************************************************** 680/*****************************************************************************
716 * 681 *
717 * CONE RELATED FUNCTIONS 682 * CONE RELATED FUNCTIONS
718 * 683 *
719 *****************************************************************************/ 684 *****************************************************************************/
720 685
721
722/* drops an object based on what is in the cone's "other_arch" */ 686/* drops an object based on what is in the cone's "other_arch" */
723void 687void
724cone_drop (object *op) 688cone_drop (object *op)
725{ 689{
726 object *new_ob = arch_to_object (op->other_arch); 690 object *new_ob = arch_to_object (op->other_arch);
727 691
728 new_ob->x = op->x;
729 new_ob->y = op->y;
730 new_ob->level = op->level; 692 new_ob->level = op->level;
731 set_owner (new_ob, op->owner); 693 new_ob->set_owner (op->owner);
732 694
733 /* preserve skill ownership */ 695 /* preserve skill ownership */
734 if (op->skill && op->skill != new_ob->skill) 696 if (op->skill && op->skill != new_ob->skill)
735 {
736 new_ob->skill = op->skill; 697 new_ob->skill = op->skill;
737 }
738 insert_ob_in_map (new_ob, op->map, op, 0);
739 698
699 new_ob->insert_at (op, op);
740} 700}
741 701
742/* move_cone: causes cone object 'op' to move a space/hit creatures */ 702/* move_cone: causes cone object 'op' to move a space/hit creatures */
743 703
744void 704void
748 708
749 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
750 if (!op->map) 710 if (!op->map)
751 { 711 {
752 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
753 op->speed = 0; 713 op->set_speed (0);
754 update_ob_speed (op);
755 return; 714 return;
756 } 715 }
757 716
758 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
759 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
765#if 0 724#if 0
766 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
767 * when their cone dies when they die. 726 * when their cone dies when they die.
768 */ 727 */
769 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
770 if (get_owner (op) == NULL) 729 if (op->owner == NULL)
771 { 730 {
772 op->destroy (); 731 op->destroy ();
773 return; 732 return;
774 } 733 }
775#endif 734#endif
805 { 764 {
806 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
807 766
808 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
809 { 768 {
810 object *tmp = object::create (); 769 object *tmp = op->clone ();
811
812 op->copy_to (tmp);
813 tmp->x = x;
814 tmp->y = y;
815 770
816 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
817 772
818 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
819 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
820 insert_ob_in_map (tmp, op->map, op, 0); 775
776 op->map->insert (tmp, x, y, op);
777
821 if (tmp->other_arch) 778 if (tmp->other_arch)
822 cone_drop (tmp); 779 cone_drop (tmp);
823 } 780 }
824 } 781 }
825} 782}
858 815
859 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
860 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
861 * insert it into is blocked. 818 * insert it into is blocked.
862 */ 819 */
863 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
864 821
865 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
866 { 823 {
867 sint16 x, y, d; 824 sint16 x, y, d;
868 825
901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
902 continue; 859 continue;
903 860
904 success = 1; 861 success = 1;
905 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
906 set_owner (tmp, op); 863 tmp->set_owner (op);
907 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
908 tmp->level = caster_level (caster, spell); 865 tmp->level = caster_level (caster, spell);
909 tmp->x = sx;
910 tmp->y = sy;
911 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
912 867
913 /* holy word stuff */ 868 /* holy word stuff */
914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
915 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
949 else 904 else
950 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
951 } 906 }
952 907
953 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
954 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
955 910
956 if (!tmp->move_on && tmp->stats.dam) 911 if (!tmp->move_on && tmp->stats.dam)
957 {
958 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
959 }
960 913
961 insert_ob_in_map (tmp, m, op, 0); 914 m->insert (tmp, sx, sy, op);
962 915
963 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
964 * a single space too many times. 917 * a single space too many times.
965 */ 918 */
966 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
976 * 929 *
977 * BOMB related code 930 * BOMB related code
978 * 931 *
979 ****************************************************************************/ 932 ****************************************************************************/
980 933
981
982/* This handles an exploding bomb. 934/* This handles an exploding bomb.
983 * op is the original bomb object. 935 * op is the original bomb object.
984 */ 936 */
985void 937void
986animate_bomb (object *op) 938animate_bomb (object *op)
987{ 939{
988 int i; 940 int i;
989 object *env, *tmp; 941 object *env, *tmp;
990 archetype *at;
991 942
992 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
993 return; 944 return;
994 945
995 env = object_get_env_recursive (op); 946 env = object_get_env_recursive (op);
1000 return; 951 return;
1001 952
1002 if (env->type == PLAYER) 953 if (env->type == PLAYER)
1003 esrv_del_item (env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
1004 955
1005 op->remove (); 956 if (!(op = op->insert_at (env, op)))
1006 op->x = env->x;
1007 op->y = env->y;
1008 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1009 return; 957 return;
1010 } 958 }
1011 959
1012 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1013 // on a safe map. I don't like this special casing, but it seems to be neccessary 961 // on a safe map. I don't like this special casing, but it seems to be neccessary
1020 968
1021 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
1022 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
1023 * so just set up the appropriate values. 971 * so just set up the appropriate values.
1024 */ 972 */
1025 at = archetype::find (SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
1026 if (at)
1027 { 974 {
1028 for (i = 1; i < 9; i++) 975 for (i = 1; i < 9; i++)
1029 { 976 {
1030 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1031 continue; 978 continue;
979
1032 tmp = arch_to_object (at); 980 tmp = arch_to_object (at);
1033 tmp->direction = i; 981 tmp->direction = i;
1034 tmp->range = op->range; 982 tmp->range = op->range;
1035 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
1036 tmp->duration = op->duration; 984 tmp->duration = op->duration;
1037 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1038 copy_owner (tmp, op); 986 tmp->set_owner (op);
1039 if (op->skill && op->skill != tmp->skill) 987 if (op->skill && op->skill != tmp->skill)
1040 {
1041 tmp->skill = op->skill; 988 tmp->skill = op->skill;
1042 } 989
1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1044 SET_ANIMATION (tmp, i); 991 SET_ANIMATION (tmp, i);
1045 tmp->x = op->x + freearr_x[i]; 992
1046 tmp->y = op->y + freearr_x[i]; 993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1047 insert_ob_in_map (tmp, op->map, op, 0);
1048 move_bullet (tmp); 994 move_bullet (tmp);
1049 } 995 }
1050 } 996 }
1051 997
1052 explode_bullet (op); 998 explode_bullet (op);
1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1074 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1076 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
1077 1023
1078 set_owner (tmp, op); 1024 tmp->set_owner (op);
1079 set_spell_skill (op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
1080 tmp->x = dx; 1026
1081 tmp->y = dy; 1027 m->insert (tmp, dx, dy, op);
1082 insert_ob_in_map (tmp, m, op, 0);
1083 return 1; 1028 return 1;
1084} 1029}
1085 1030
1086/**************************************************************************** 1031/****************************************************************************
1087 * 1032 *
1096 * dir is the direction to look in. 1041 * dir is the direction to look in.
1097 * range is how far out to look. 1042 * range is how far out to look.
1098 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1099 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1100 */ 1045 */
1101
1102object * 1046object *
1103get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1104{ 1048{
1105 object *target; 1049 object *target;
1106 sint16 x, y; 1050 sint16 x, y;
1125 return NULL; 1069 return NULL;
1126 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1127 return NULL; 1071 return NULL;
1128 1072
1129 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1130 {
1131 for (target = get_map_ob (mp, x, y); target; target = target->above) 1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1132 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1133 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1134 {
1135 return target; 1076 return target;
1136 }
1137 }
1138 }
1139 } 1077 }
1078
1140 return NULL; 1079 return NULL;
1141} 1080}
1142
1143 1081
1144/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1145 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1146 * usual params - 1084 * usual params -
1147 * op = player 1085 * op = player
1148 * caster = object casting the spell. 1086 * caster = object casting the spell.
1149 * dir = direction being cast 1087 * dir = direction being cast
1150 * spell = spell object 1088 * spell = spell object
1151 */ 1089 */
1152
1153int 1090int
1154cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{ 1092{
1156 object *effect, *target; 1093 object *effect, *target;
1157 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1203 if (effect->attacktype & AT_DEATH) 1140 if (effect->attacktype & AT_DEATH)
1204 { 1141 {
1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1206 1143
1207 /* casting death spells at undead isn't a good thing */ 1144 /* casting death spells at undead isn't a good thing */
1208 if QUERY_FLAG
1209 (target, FLAG_UNDEAD) 1145 if (QUERY_FLAG (target, FLAG_UNDEAD))
1210 { 1146 {
1211 if (random_roll (0, 2, op, PREFER_LOW)) 1147 if (random_roll (0, 2, op, PREFER_LOW))
1212 { 1148 {
1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1214 effect->x = op->x; 1150 effect->x = op->x;
1227 { 1163 {
1228 /* how much woe to inflict :) */ 1164 /* how much woe to inflict :) */
1229 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1165 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 } 1166 }
1231 1167
1232 set_owner (effect, op); 1168 effect->set_owner (op);
1233 set_spell_skill (op, caster, spell, effect); 1169 set_spell_skill (op, caster, spell, effect);
1234 1170
1235 /* ok, tell it where to be, and insert! */ 1171 /* ok, tell it where to be, and insert! */
1236 effect->x = target->x; 1172 effect->insert_at (target, op);
1237 effect->y = target->y;
1238 insert_ob_in_map (effect, target->map, op, 0);
1239 1173
1240 return 1; 1174 return 1;
1241} 1175}
1242 1176
1243 1177
1261 { 1195 {
1262 op->destroy (); 1196 op->destroy ();
1263 return; 1197 return;
1264 } 1198 }
1265 1199
1266 owner = get_owner (op); 1200 owner = op->owner;
1267#if 0 1201#if 0
1268 /* It'd make things nastier if this wasn't here - spells cast by 1202 /* It'd make things nastier if this wasn't here - spells cast by
1269 * monster that are then killed would continue to survive 1203 * monster that are then killed would continue to survive
1270 */ 1204 */
1271 if (owner == NULL) 1205 if (owner == NULL)
1298 { 1232 {
1299 op->destroy (); 1233 op->destroy ();
1300 return; 1234 return;
1301 } 1235 }
1302 1236
1303 op->x = new_x; 1237 i = spell_find_dir (m, new_x, new_y, op->owner);
1304 op->y = new_y;
1305 op->map = m;
1306 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1307 if (i > 0 && i != op->direction) 1238 if (i > 0 && i != op->direction)
1308 { 1239 {
1309 op->direction = i; 1240 op->direction = i;
1310 SET_ANIMATION (op, op->direction); 1241 SET_ANIMATION (op, op->direction);
1311 } 1242 }
1312 1243
1313 insert_ob_in_map (op, op->map, op, 0); 1244 m->insert (op, new_x, new_y, op);
1314} 1245}
1315 1246
1316/**************************************************************************** 1247/****************************************************************************
1317 * Destruction 1248 * Destruction
1318 ****************************************************************************/ 1249 ****************************************************************************/
1321 * we do this by creating a force and inserting it in the 1252 * we do this by creating a force and inserting it in the
1322 * object. if time is 0, the object glows permanently. To truely 1253 * object. if time is 0, the object glows permanently. To truely
1323 * make this work for non-living objects, we would have to 1254 * make this work for non-living objects, we would have to
1324 * give them the capability to have an inventory. b.t. 1255 * give them the capability to have an inventory. b.t.
1325 */ 1256 */
1326
1327int 1257int
1328make_object_glow (object *op, int radius, int time) 1258make_object_glow (object *op, int radius, int time)
1329{ 1259{
1330 object *tmp;
1331
1332 /* some things are unaffected... */ 1260 /* some things are unaffected... */
1333 if (op->path_denied & PATH_LIGHT) 1261 if (op->path_denied & PATH_LIGHT)
1334 return 0; 1262 return 0;
1335 1263
1336 tmp = get_archetype (FORCE_NAME); 1264 object *tmp = get_archetype (FORCE_NAME);
1337 tmp->speed = 0.01; 1265 tmp->speed = 0.01;
1338 tmp->stats.food = time; 1266 tmp->stats.food = time;
1339 SET_FLAG (tmp, FLAG_IS_USED_UP); 1267 SET_FLAG (tmp, FLAG_IS_USED_UP);
1340 tmp->glow_radius = radius; 1268 tmp->glow_radius = radius;
1341 if (tmp->glow_radius > MAX_LIGHT_RADII) 1269 if (tmp->glow_radius > MAX_LIGHT_RADII)
1342 tmp->glow_radius = MAX_LIGHT_RADII; 1270 tmp->glow_radius = MAX_LIGHT_RADII;
1343 1271
1344 tmp->x = op->x;
1345 tmp->y = op->y;
1346 if (tmp->speed < MIN_ACTIVE_SPEED)
1347 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1348 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1273
1349 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1350 op->glow_radius = tmp->glow_radius; 1275 op->glow_radius = tmp->glow_radius;
1351 1276
1352 if (!tmp->env || op != tmp->env)
1353 {
1354 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1355 return 0;
1356 }
1357 return 1; 1277 return 1;
1358} 1278}
1359
1360
1361
1362 1279
1363int 1280int
1364cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1365{ 1282{
1366 int i, j, range, mflags, friendly = 0, dam, dur; 1283 int i, j, range, mflags, friendly = 0, dam, dur;
1387 else if (caster->skill) 1304 else if (caster->skill)
1388 op->skill = caster->skill; 1305 op->skill = caster->skill;
1389 else 1306 else
1390 op->skill = NULL; 1307 op->skill = NULL;
1391 1308
1392 change_skill (op, find_skill_by_name (op, op->skill), 1); 1309 op->change_skill (find_skill_by_name (op, op->skill));
1393 1310
1394 for (i = -range; i < range; i++) 1311 for (i = -range; i < range; i++)
1395 { 1312 {
1396 for (j = -range; j < range; j++) 1313 for (j = -range; j < range; j++)
1397 { 1314 {
1398 m = op->map; 1315 m = op->map;
1399 sx = op->x + i; 1316 sx = op->x + i;
1400 sy = op->y + j; 1317 sy = op->y + j;
1318
1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1319 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1402 if (mflags & P_OUT_OF_MAP) 1320 if (mflags & P_OUT_OF_MAP)
1403 continue; 1321 continue;
1322
1404 if (mflags & P_IS_ALIVE) 1323 if (mflags & P_IS_ALIVE)
1405 { 1324 {
1406 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1325 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1407 {
1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1326 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1409 break; 1327 break;
1410 } 1328
1411 if (tmp) 1329 if (tmp)
1412 { 1330 {
1413 if (tmp->head) 1331 if (tmp->head)
1414 tmp = tmp->head; 1332 tmp = tmp->head;
1415 1333
1418 { 1336 {
1419 if (spell_ob->subtype == SP_DESTRUCTION) 1337 if (spell_ob->subtype == SP_DESTRUCTION)
1420 { 1338 {
1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1339 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1422 if (spell_ob->other_arch) 1340 if (spell_ob->other_arch)
1423 {
1424 tmp = arch_to_object (spell_ob->other_arch); 1341 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1425 tmp->x = sx;
1426 tmp->y = sy;
1427 insert_ob_in_map (tmp, m, op, 0);
1428 }
1429 } 1342 }
1430 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1343 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1431 { 1344 {
1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1345 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 {
1434 object *effect = arch_to_object (spell_ob->other_arch); 1346 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1435
1436 effect->x = sx;
1437 effect->y = sy;
1438 insert_ob_in_map (effect, m, op, 0);
1439 }
1440 } 1347 }
1441 } 1348 }
1442 } 1349 }
1443 } 1350 }
1444 } 1351 }
1445 } 1352 }
1353
1446 op->skill = skill; 1354 op->skill = skill;
1447 return 1; 1355 return 1;
1448} 1356}
1449 1357
1450/*************************************************************************** 1358/***************************************************************************
1510 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1511 } 1419 }
1512 return 1; 1420 return 1;
1513 } 1421 }
1514 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1422 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1515 force->speed = 1.0; 1423 force->speed = 1.f;
1516 force->speed_left = -1.0; 1424 force->speed_left = -1.f;
1517 SET_FLAG (force, FLAG_APPLIED); 1425 SET_FLAG (force, FLAG_APPLIED);
1518 1426
1519 if (god) 1427 if (god)
1520 { 1428 {
1521 if (spell_ob->last_grace) 1429 if (spell_ob->last_grace)
1534 force->stats.ac = spell_ob->stats.ac; 1442 force->stats.ac = spell_ob->stats.ac;
1535 force->stats.wc = spell_ob->stats.wc; 1443 force->stats.wc = spell_ob->stats.wc;
1536 1444
1537 change_abil (tmp, force); /* Mostly to display any messages */ 1445 change_abil (tmp, force); /* Mostly to display any messages */
1538 insert_ob_in_ob (force, tmp); 1446 insert_ob_in_ob (force, tmp);
1539 fix_player (tmp); 1447 tmp->update_stats ();
1540 return 1; 1448 return 1;
1541 1449
1542} 1450}
1543
1544 1451
1545/********************************************************************** 1452/**********************************************************************
1546 * mood change 1453 * mood change
1547 * Arguably, this may or may not be an attack spell. But since it 1454 * Arguably, this may or may not be an attack spell. But since it
1548 * effects monsters, it seems best to put it into this file 1455 * effects monsters, it seems best to put it into this file
1578 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1485 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1579 race = god->race; 1486 race = god->race;
1580 else 1487 else
1581 race = spell->race; 1488 race = spell->race;
1582 1489
1583
1584 for (x = op->x - range; x <= op->x + range; x++) 1490 for (x = op->x - range; x <= op->x + range; x++)
1585 for (y = op->y - range; y <= op->y + range; y++) 1491 for (y = op->y - range; y <= op->y + range; y++)
1586 { 1492 {
1587
1588 done_one = 0; 1493 done_one = 0;
1589 m = op->map; 1494 m = op->map;
1590 nx = x; 1495 nx = x;
1591 ny = y; 1496 ny = y;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1497 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 1500
1596 /* If there is nothing living on this space, no need to go further */ 1501 /* If there is nothing living on this space, no need to go further */
1597 if (!(mflags & P_IS_ALIVE)) 1502 if (!(mflags & P_IS_ALIVE))
1598 continue; 1503 continue;
1599 1504
1505 // players can only affect spaces that they can actually see
1506 if (caster && caster->contr
1507 && caster->contr->visibility_at (m, nx, ny) < 70)
1508 continue;
1509
1600 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1510 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1601 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1511 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1602 break; 1512 break;
1603 1513
1604 /* There can be living objects that are not monsters */ 1514 /* There can be living objects that are not monsters */
1605 if (!tmp || tmp->type == PLAYER) 1515 if (!tmp || tmp->type == PLAYER)
1612 head = tmp; 1522 head = tmp;
1613 1523
1614 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1524 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1615 if (race && head->race && !strstr (race, head->race)) 1525 if (race && head->race && !strstr (race, head->race))
1616 continue; 1526 continue;
1527
1617 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1528 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1618 continue; 1529 continue;
1619 1530
1620 /* Now do a bunch of stuff related to saving throws */ 1531 /* Now do a bunch of stuff related to saving throws */
1621 best_at = -1; 1532 best_at = -1;
1638 at -= level / 5; 1549 at -= level / 5;
1639 if (did_make_save (head, head->level, at)) 1550 if (did_make_save (head, head->level, at))
1640 continue; 1551 continue;
1641 } 1552 }
1642 else /* spell->attacktype */ 1553 else /* spell->attacktype */
1643 /*
1644 Spell has no attacktype (charm & such), so we'll have a specific saving:
1645 * if spell level < monster level, no go
1646 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1647
1648 The chance will then be in the range [20-70] percent, not too bad.
1649
1650 This is required to fix the 'charm monster' abuse, where a player level 1 can
1651 charm a level 125 monster...
1652
1653 Ryo, august 14th
1654 */
1655 { 1554 {
1555 /*
1556 Spell has no attacktype (charm & such), so we'll have a specific saving:
1557 * if spell level < monster level, no go
1558 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1559
1560 The chance will then be in the range [20-70] percent, not too bad.
1561
1562 This is required to fix the 'charm monster' abuse, where a player level 1 can
1563 charm a level 125 monster...
1564
1565 Ryo, august 14th
1566 */
1656 if (head->level > level) 1567 if (head->level > level)
1657 continue; 1568 continue;
1569
1658 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1570 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1659 /* Failed, no effect */ 1571 /* Failed, no effect */
1660 continue; 1572 continue;
1661 } 1573 }
1662 1574
1663 /* Done with saving throw. Now start effecting the monster */ 1575 /* Done with saving throw. Now start affecting the monster */
1664 1576
1665 /* aggravation */ 1577 /* aggravation */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1578 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 { 1579 {
1668 CLEAR_FLAG (head, FLAG_SLEEP); 1580 CLEAR_FLAG (head, FLAG_SLEEP);
1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1670 remove_friendly_object (head); 1581 remove_friendly_object (head);
1671
1672 done_one = 1; 1582 done_one = 1;
1673 head->enemy = op; 1583 head->enemy = op;
1674 } 1584 }
1675 1585
1676 /* calm monsters */ 1586 /* calm monsters */
1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1595 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 { 1596 {
1687 SET_FLAG (head, FLAG_BERSERK); 1597 SET_FLAG (head, FLAG_BERSERK);
1688 done_one = 1; 1598 done_one = 1;
1689 } 1599 }
1600
1690 /* charm */ 1601 /* charm */
1691 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1602 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1692 { 1603 {
1693 SET_FLAG (head, FLAG_FRIENDLY);
1694 /* Prevent uncontolled outbreaks of self replicating monsters. 1604 /* Prevent uncontolled outbreaks of self replicating monsters.
1695 Typical use case is charm, go somwhere, use aggravation to make hostile. 1605 Typical use case is charm, go somwhere, use aggravation to make hostile.
1696 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1606 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1697 CLEAR_FLAG (head, FLAG_GENERATOR); 1607 CLEAR_FLAG (head, FLAG_GENERATOR);
1698 set_owner (head, op); 1608 head->set_owner (op);
1699 set_spell_skill (op, caster, spell, head); 1609 set_spell_skill (op, caster, spell, head);
1700 add_friendly_object (head); 1610 add_friendly_object (head);
1701 head->attack_movement = PETMOVE; 1611 head->attack_movement = PETMOVE;
1702 done_one = 1; 1612 done_one = 1;
1703 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1613 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1704 head->stats.exp = 0; 1614 head->stats.exp = 0;
1705 } 1615 }
1706 1616
1707 /* If a monster was effected, put an effect in */ 1617 /* If a monster was effected, put an effect in */
1708 if (done_one && spell->other_arch) 1618 if (done_one && spell->other_arch)
1709 {
1710 tmp = arch_to_object (spell->other_arch); 1619 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1711 tmp->x = nx;
1712 tmp->y = ny;
1713 insert_ob_in_map (tmp, m, op, 0);
1714 }
1715 } /* for y */ 1620 } /* for y */
1716 1621
1717 return 1; 1622 return 1;
1718} 1623}
1719 1624
1731 int i, j, dam_save, dir, mflags; 1636 int i, j, dam_save, dir, mflags;
1732 sint16 nx, ny, hx, hy; 1637 sint16 nx, ny, hx, hy;
1733 object *owner; 1638 object *owner;
1734 maptile *m; 1639 maptile *m;
1735 1640
1736 owner = get_owner (op); 1641 owner = op->owner;
1737 1642
1738 /* the following logic makes sure that the ball doesn't move into a wall, 1643 /* the following logic makes sure that the ball doesn't move into a wall,
1739 * and makes sure that it will move along a wall to try and get at it's 1644 * and makes sure that it will move along a wall to try and get at it's
1740 * victim. The block immediately below more or less chooses a random 1645 * victim. The block immediately below more or less chooses a random
1741 * offset to move the ball, eg, keep it mostly on course, with some 1646 * offset to move the ball, eg, keep it mostly on course, with some
1770 nx = op->x; 1675 nx = op->x;
1771 ny = op->y; 1676 ny = op->y;
1772 m = op->map; 1677 m = op->map;
1773 } 1678 }
1774 1679
1775 op->remove (); 1680 m->insert (op, nx, ny, op);
1776 op->y = ny;
1777 op->x = nx;
1778 insert_ob_in_map (op, m, op, 0);
1779 1681
1780 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1682 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1781 surrounding squares */ 1683 surrounding squares */
1782 1684
1783 /* loop over current square and neighbors to hit. 1685 /* loop over current square and neighbors to hit.
1784 * if this has an other_arch field, we insert that in 1686 * if this has an other_arch field, we insert that in
1785 * the surround spaces. 1687 * the surround spaces.
1786 */ 1688 */
1787 for (j = 0; j < 9; j++) 1689 for (j = 0; j < 9; j++)
1788 { 1690 {
1789 object *new_ob;
1790
1791 hx = nx + freearr_x[j]; 1691 hx = nx + freearr_x[j];
1792 hy = ny + freearr_y[j]; 1692 hy = ny + freearr_y[j];
1793 1693
1794 m = op->map; 1694 m = op->map;
1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1695 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1809 1709
1810 } 1710 }
1811 1711
1812 /* insert the other arch */ 1712 /* insert the other arch */
1813 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1713 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1814 { 1714 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1815 new_ob = arch_to_object (op->other_arch);
1816 new_ob->x = hx;
1817 new_ob->y = hy;
1818 insert_ob_in_map (new_ob, m, op, 0);
1819 }
1820 } 1715 }
1821 1716
1822 /* restore to the center location and damage */ 1717 /* restore to the center location and damage */
1823 op->stats.dam = dam_save; 1718 op->stats.dam = dam_save;
1824 1719
1825 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1720 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1826 1721
1827 if (i >= 0) 1722 if (i >= 0)
1828 { /* we have a preferred direction! */ 1723 { /* we have a preferred direction! */
1829 /* pick another direction if the preferred dir is blocked. */ 1724 /* pick another direction if the preferred dir is blocked. */
1830 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1725 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1831 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1726 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1832 {
1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1727 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1834 } 1728
1835 op->direction = i; 1729 op->direction = i;
1836 } 1730 }
1837} 1731}
1838 1732
1839 1733
1856 maptile *m; 1750 maptile *m;
1857#endif 1751#endif
1858 int basedir; 1752 int basedir;
1859 object *owner; 1753 object *owner;
1860 1754
1861 owner = get_owner (op); 1755 owner = op->owner;
1862 if (op->duration == 0 || owner == NULL) 1756 if (op->duration == 0 || owner == NULL)
1863 { 1757 {
1864 op->destroy (); 1758 op->destroy ();
1865 return; 1759 return;
1866 } 1760 }
1877#if 0 1771#if 0
1878 // this is bogus: it causes wrong places to be checked below 1772 // this is bogus: it causes wrong places to be checked below
1879 // (a wall 2 cells away will block the effect...) and 1773 // (a wall 2 cells away will block the effect...) and
1880 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1774 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1881 // space. 1775 // space.
1882 // should be fixed later, but correctness before featurs... 1776 // should be fixed later, but correctness before features...
1883 // (schmorp) 1777 // (schmorp)
1884 1778
1885 /* new offset calculation to make swarm element distribution 1779 /* new offset calculation to make swarm element distribution
1886 * more uniform 1780 * more uniform
1887 */ 1781 */
1969 1863
1970 if (!spell->other_arch) 1864 if (!spell->other_arch)
1971 return 0; 1865 return 0;
1972 1866
1973 tmp = get_archetype (SWARM_SPELL); 1867 tmp = get_archetype (SWARM_SPELL);
1974 tmp->x = op->x;
1975 tmp->y = op->y;
1976 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ 1868 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1977 set_spell_skill (op, caster, spell, tmp); 1869 set_spell_skill (op, caster, spell, tmp);
1978 1870
1979 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1871 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1980 tmp->spell = arch_to_object (spell->other_arch); 1872 tmp->spell = arch_to_object (spell->other_arch);
1981 1873
1982 tmp->attacktype = tmp->spell->attacktype; 1874 tmp->attacktype = tmp->spell->attacktype;
1983 1875
1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1876 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1986 if (!tailor_god_spell (tmp, op)) 1877 if (!tailor_god_spell (tmp, op))
1987 return 1; 1878 return 1;
1988 } 1879
1989 tmp->duration = SP_level_duration_adjust (caster, spell); 1880 tmp->duration = SP_level_duration_adjust (caster, spell);
1990 for (i = 0; i < spell->duration; i++) 1881 for (i = 0; i < spell->duration; i++)
1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1882 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1992 1883
1993 tmp->direction = dir; 1884 tmp->direction = dir;
1994 tmp->invisible = 1; 1885 tmp->invisible = 1;
1995 insert_ob_in_map (tmp, op->map, op, 0); 1886
1887 tmp->insert_at (op, op);
1996 return 1; 1888 return 1;
1997} 1889}
1998 1890
1999 1891
2000/* See the spells documentation file for why this is its own 1892/* See the spells documentation file for why this is its own
2028 return 0; 1920 return 0;
2029 } 1921 }
2030 1922
2031 if (mflags & P_IS_ALIVE && spell->attacktype) 1923 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 { 1924 {
2033 for (target = get_map_ob (m, x, y); target; target = target->above) 1925 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2034 if (QUERY_FLAG (target, FLAG_MONSTER)) 1926 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 { 1927 {
2036 /* oky doky. got a target monster. Lets make a blinding attack */ 1928 /* oky doky. got a target monster. Lets make a blinding attack */
2037 if (target->head) 1929 if (target->head)
2038 target = target->head; 1930 target = target->head;
2060 { 1952 {
2061 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1953 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2062 if (tmp->glow_radius > MAX_LIGHT_RADII) 1954 if (tmp->glow_radius > MAX_LIGHT_RADII)
2063 tmp->glow_radius = MAX_LIGHT_RADII; 1955 tmp->glow_radius = MAX_LIGHT_RADII;
2064 } 1956 }
2065 tmp->x = x; 1957
2066 tmp->y = y; 1958 m->insert (tmp, x, y, op);
2067 insert_ob_in_map (tmp, m, op, 0);
2068 return 1; 1959 return 1;
2069} 1960}
2070 1961
2071 1962
2072 1963
2120 2011
2121 /* Only bother looking on this space if there is something living here */ 2012 /* Only bother looking on this space if there is something living here */
2122 if (mflags & P_IS_ALIVE) 2013 if (mflags & P_IS_ALIVE)
2123 { 2014 {
2124 /* search this square for a victim */ 2015 /* search this square for a victim */
2125 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2016 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2126 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2017 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2127 { /* found a victim */ 2018 { /* found a victim */
2128 object *disease = arch_to_object (spell->other_arch); 2019 object *disease = arch_to_object (spell->other_arch);
2129 2020
2130 set_owner (disease, op); 2021 disease->set_owner (op);
2131 set_spell_skill (op, caster, spell, disease); 2022 set_spell_skill (op, caster, spell, disease);
2132 disease->stats.exp = 0; 2023 disease->stats.exp = 0;
2133 disease->level = caster_level (caster, spell); 2024 disease->level = caster_level (caster, spell);
2134 2025
2135 /* do level adjustments */ 2026 /* do level adjustments */
2180 if (disease->stats.sp) 2071 if (disease->stats.sp)
2181 disease->stats.sp -= dam_mod; 2072 disease->stats.sp -= dam_mod;
2182 2073
2183 if (infect_object (walk, disease, 1)) 2074 if (infect_object (walk, disease, 1))
2184 { 2075 {
2185 object *flash; /* visual effect for inflicting disease */
2186
2187 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2076 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2188 2077
2189 disease->destroy (); /* don't need this one anymore */ 2078 disease->destroy (); /* don't need this one anymore */
2190 flash = get_archetype (ARCH_DETECT_MAGIC); 2079 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2191 flash->x = x;
2192 flash->y = y;
2193 flash->map = walk->map;
2194 insert_ob_in_map (flash, walk->map, op, 0);
2195 return 1; 2080 return 1;
2196 } 2081 }
2197 2082
2198 disease->destroy (); 2083 disease->destroy ();
2199 } 2084 }
2200 } /* if living creature */ 2085 } /* if living creature */
2201 } /* for range of spaces */ 2086 } /* for range of spaces */
2087
2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2088 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2203 return 1; 2089 return 1;
2204} 2090}

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