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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.23 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.43 by root, Thu Jul 5 08:10:30 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)
146 144
147 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
153 new_bolt->duration++; 151 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 155 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
162} 158}
163 159
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
166 */ 162 */
167 163
168void 164void
169move_bolt (object *op) 165move_bolt (object *op)
170{ 166{
171 object *tmp;
172 int mflags; 167 int mflags;
173 sint16 x, y; 168 sint16 x, y;
174 maptile *m; 169 maptile *m;
175 170
176 if (--(op->duration) < 0) 171 if (--op->duration < 0)
177 { 172 {
178 op->destroy (); 173 op->destroy ();
179 return; 174 return;
180 } 175 }
181 176
183 178
184 if (!op->direction) 179 if (!op->direction)
185 return; 180 return;
186 181
187 if (--op->range < 0) 182 if (--op->range < 0)
188 {
189 op->range = 0; 183 op->range = 0;
190 }
191 else 184 else
192 { 185 {
193 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
195 m = op->map; 188 m = op->map;
203 * 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
204 * will be useful. 197 * will be useful.
205 */ 198 */
206 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)))
207 { 200 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 202 return;
211 203
212 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
243 else if (left) 235 else if (left)
244 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
245 else if (right) 237 else if (right)
246 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
247 } 239 }
240
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 242 return;
250 } 243 }
251 else 244 else
252 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 246 object *tmp = op->clone ();
254 247
248 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* 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 */
259 tmp->duration++; 251 tmp->duration++;
260 252
261 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 254 * going off in other directions.
263 */ 255 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
267 forklightning (op, tmp); 258 forklightning (op, tmp);
268 } 259 }
260
269 /* 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
270 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
271 */ 263 */
272 op->range = 0; 264 op->range = 0;
273 } /* copy object and move it along */ 265 } /* copy object and move it along */
338 tmp->y = op->y; 330 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 332 tmp->map = op->map;
341 } 333 }
342 334
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 336 move_bolt (tmp);
345 337
346 return 1; 338 return 1;
347} 339}
348
349
350 340
351/*************************************************************************** 341/***************************************************************************
352 * 342 *
353 * BULLET/BALL CODE 343 * BULLET/BALL CODE
354 * 344 *
359 * At least that is what I think this does. 349 * At least that is what I think this does.
360 */ 350 */
361void 351void
362explosion (object *op) 352explosion (object *op)
363{ 353{
364 object *tmp;
365 maptile *m = op->map; 354 maptile *m = op->map;
366 int i; 355 int i;
367 356
368 if (--(op->duration) < 0) 357 if (--op->duration < 0)
369 { 358 {
370 op->destroy (); 359 op->destroy ();
371 return; 360 return;
372 } 361 }
373 362
379 { 368 {
380 sint16 dx, dy; 369 sint16 dx, dy;
381 370
382 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
384 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 375 * out of map, etc.
386 */ 376 */
387 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))
388 { 378 {
389 tmp = op->clone (); 379 object *tmp = op->clone ();
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 ();
468 { 452 {
469 op->destroy (); 453 op->destroy ();
470 return; 454 return;
471 } 455 }
472 456
473 tmp->x = op->x;
474 tmp->y = op->y;
475
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;
480 tmp->range = op->range; 461 tmp->range = op->range;
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)
612 op->destroy (); 588 op->destroy ();
613 589
614 return; 590 return;
615 } 591 }
616 592
617 op->remove (); 593 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 594 return;
622 595
623 if (reflwall (op->map, op->x, op->y, op)) 596 if (reflwall (op->map, op->x, op->y, op))
624 { 597 {
625 op->direction = absdir (op->direction + 4); 598 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 599 update_turn_face (op);
627 } 600 }
628 else 601 else
629 check_bullet (op); 602 check_bullet (op);
630} 603}
631
632
633
634 604
635/* fire_bullet 605/* fire_bullet
636 * object op (cast from caster) files a bolt in dir. 606 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt. 607 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
639 * spob->attacktype. 609 * spob->attacktype.
640 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
641 * pointers. 611 * pointers.
642 */ 612 */
643
644int 613int
645fire_bullet (object *op, object *caster, int dir, object *spob) 614fire_bullet (object *op, object *caster, int dir, object *spob)
646{ 615{
647 object *tmp = NULL; 616 object *tmp = NULL;
648 int mflags; 617 int mflags;
700 tmp->y = op->y; 669 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 670 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 671 tmp->map = op->map;
703 } 672 }
704 673
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 674 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 675 check_bullet (tmp);
707 676
708 return 1; 677 return 1;
709} 678}
710
711
712
713 679
714/***************************************************************************** 680/*****************************************************************************
715 * 681 *
716 * CONE RELATED FUNCTIONS 682 * CONE RELATED FUNCTIONS
717 * 683 *
718 *****************************************************************************/ 684 *****************************************************************************/
719 685
720
721/* 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" */
722void 687void
723cone_drop (object *op) 688cone_drop (object *op)
724{ 689{
725 object *new_ob = arch_to_object (op->other_arch); 690 object *new_ob = arch_to_object (op->other_arch);
726 691
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 692 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 693 new_ob->set_owner (op->owner);
731 694
732 /* preserve skill ownership */ 695 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 696 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 697 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 698
699 new_ob->insert_at (op, op);
739} 700}
740 701
741/* 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 */
742 703
743void 704void
747 708
748 /* 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 */
749 if (!op->map) 710 if (!op->map)
750 { 711 {
751 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");
752 op->speed = 0; 713 op->set_speed (0);
753 update_ob_speed (op);
754 return; 714 return;
755 } 715 }
756 716
757 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
806 766
807 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))
808 { 768 {
809 object *tmp = op->clone (); 769 object *tmp = op->clone ();
810 770
811 tmp->x = x;
812 tmp->y = y;
813
814 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
815 772
816 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 775
776 op->map->insert (tmp, x, y, op);
777
819 if (tmp->other_arch) 778 if (tmp->other_arch)
820 cone_drop (tmp); 779 cone_drop (tmp);
821 } 780 }
822 } 781 }
823} 782}
856 815
857 /* 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
858 * 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
859 * insert it into is blocked. 818 * insert it into is blocked.
860 */ 819 */
861 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
862 821
863 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
864 { 823 {
865 sint16 x, y, d; 824 sint16 x, y, d;
866 825
902 success = 1; 861 success = 1;
903 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 863 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 865 tmp->level = caster_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
910 867
911 /* holy word stuff */ 868 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
947 else 904 else
948 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
949 } 906 }
950 907
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
952 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);
953 910
954 if (!tmp->move_on && tmp->stats.dam) 911 if (!tmp->move_on && tmp->stats.dam)
955 {
956 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);
957 }
958 913
959 insert_ob_in_map (tmp, m, op, 0); 914 m->insert (tmp, sx, sy, op);
960 915
961 /* 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
962 * a single space too many times. 917 * a single space too many times.
963 */ 918 */
964 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
974 * 929 *
975 * BOMB related code 930 * BOMB related code
976 * 931 *
977 ****************************************************************************/ 932 ****************************************************************************/
978 933
979
980/* This handles an exploding bomb. 934/* This handles an exploding bomb.
981 * op is the original bomb object. 935 * op is the original bomb object.
982 */ 936 */
983void 937void
984animate_bomb (object *op) 938animate_bomb (object *op)
985{ 939{
986 int i; 940 int i;
987 object *env, *tmp; 941 object *env, *tmp;
988 archetype *at;
989 942
990 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 944 return;
992 945
993 env = object_get_env_recursive (op); 946 env = object_get_env_recursive (op);
998 return; 951 return;
999 952
1000 if (env->type == PLAYER) 953 if (env->type == PLAYER)
1001 esrv_del_item (env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
1002 955
1003 op->remove (); 956 if (!(op = op->insert_at (env, op)))
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return; 957 return;
1008 } 958 }
1009 959
1010 // 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
1011 // 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
1018 968
1019 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 971 * so just set up the appropriate values.
1022 */ 972 */
1023 at = archetype::find (SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 974 {
1026 for (i = 1; i < 9; i++) 975 for (i = 1; i < 9; i++)
1027 { 976 {
1028 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]))
1029 continue; 978 continue;
979
1030 tmp = arch_to_object (at); 980 tmp = arch_to_object (at);
1031 tmp->direction = i; 981 tmp->direction = i;
1032 tmp->range = op->range; 982 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 984 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 986 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 987 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 988 tmp->skill = op->skill;
1040 } 989
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 991 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 992
1044 tmp->y = op->y + freearr_x[i]; 993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1045 insert_ob_in_map (tmp, op->map, op, 0);
1046 move_bullet (tmp); 994 move_bullet (tmp);
1047 } 995 }
1048 } 996 }
1049 997
1050 explode_bullet (op); 998 explode_bullet (op);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
1075 1023
1076 tmp->set_owner (op); 1024 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1026
1079 tmp->y = dy; 1027 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1028 return 1;
1082} 1029}
1083 1030
1084/**************************************************************************** 1031/****************************************************************************
1085 * 1032 *
1094 * dir is the direction to look in. 1041 * dir is the direction to look in.
1095 * range is how far out to look. 1042 * range is how far out to look.
1096 * 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.
1097 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1098 */ 1045 */
1099
1100object * 1046object *
1101get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1102{ 1048{
1103 object *target; 1049 object *target;
1104 sint16 x, y; 1050 sint16 x, y;
1123 return NULL; 1069 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL; 1071 return NULL;
1126 1072
1127 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1128 {
1129 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)
1130 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target; 1076 return target;
1134 }
1135 }
1136 }
1137 } 1077 }
1078
1138 return NULL; 1079 return NULL;
1139} 1080}
1140
1141 1081
1142/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1143 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1144 * usual params - 1084 * usual params -
1145 * op = player 1085 * op = player
1228 1168
1229 effect->set_owner (op); 1169 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1231 1171
1232 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1173 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1174
1237 return 1; 1175 return 1;
1238} 1176}
1239 1177
1240 1178
1295 { 1233 {
1296 op->destroy (); 1234 op->destroy ();
1297 return; 1235 return;
1298 } 1236 }
1299 1237
1300 op->x = new_x;
1301 op->y = new_y;
1302 op->map = m;
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1304 if (i > 0 && i != op->direction) 1239 if (i > 0 && i != op->direction)
1305 { 1240 {
1306 op->direction = i; 1241 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1308 } 1243 }
1309 1244
1310 insert_ob_in_map (op, op->map, op, 0); 1245 m->insert (op, new_x, new_y, op);
1311} 1246}
1312 1247
1313/**************************************************************************** 1248/****************************************************************************
1314 * Destruction 1249 * Destruction
1315 ****************************************************************************/ 1250 ****************************************************************************/
1318 * we do this by creating a force and inserting it in the 1253 * we do this by creating a force and inserting it in the
1319 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1322 */ 1257 */
1323
1324int 1258int
1325make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1326{ 1260{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1263 return 0;
1332 1264
1333 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1267 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1338 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1340 1272
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1346 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1348 1277
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1278 return 1;
1355} 1279}
1356
1357
1358
1359 1280
1360int 1281int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1283{
1363 int i, j, range, mflags, friendly = 0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1384 else if (caster->skill) 1305 else if (caster->skill)
1385 op->skill = caster->skill; 1306 op->skill = caster->skill;
1386 else 1307 else
1387 op->skill = NULL; 1308 op->skill = NULL;
1388 1309
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1390 1311
1391 for (i = -range; i < range; i++) 1312 for (i = -range; i < range; i++)
1392 { 1313 {
1393 for (j = -range; j < range; j++) 1314 for (j = -range; j < range; j++)
1394 { 1315 {
1395 m = op->map; 1316 m = op->map;
1396 sx = op->x + i; 1317 sx = op->x + i;
1397 sy = op->y + j; 1318 sy = op->y + j;
1319
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1321 if (mflags & P_OUT_OF_MAP)
1400 continue; 1322 continue;
1323
1401 if (mflags & P_IS_ALIVE) 1324 if (mflags & P_IS_ALIVE)
1402 { 1325 {
1403 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1328 break;
1407 } 1329
1408 if (tmp) 1330 if (tmp)
1409 { 1331 {
1410 if (tmp->head) 1332 if (tmp->head)
1411 tmp = tmp->head; 1333 tmp = tmp->head;
1412 1334
1415 { 1337 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1338 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1339 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1419 if (spell_ob->other_arch) 1341 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1343 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 { 1345 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 } 1348 }
1438 } 1349 }
1439 } 1350 }
1440 } 1351 }
1441 } 1352 }
1442 } 1353 }
1354
1443 op->skill = skill; 1355 op->skill = skill;
1444 return 1; 1356 return 1;
1445} 1357}
1446 1358
1447/*************************************************************************** 1359/***************************************************************************
1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1508 } 1420 }
1509 return 1; 1421 return 1;
1510 } 1422 }
1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1423 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1512 force->speed = 1.0; 1424 force->speed = 1.f;
1513 force->speed_left = -1.0; 1425 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1426 SET_FLAG (force, FLAG_APPLIED);
1515 1427
1516 if (god) 1428 if (god)
1517 { 1429 {
1518 if (spell_ob->last_grace) 1430 if (spell_ob->last_grace)
1535 insert_ob_in_ob (force, tmp); 1447 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1448 tmp->update_stats ();
1537 return 1; 1449 return 1;
1538 1450
1539} 1451}
1540
1541 1452
1542/********************************************************************** 1453/**********************************************************************
1543 * mood change 1454 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1455 * Arguably, this may or may not be an attack spell. But since it
1545 * effects monsters, it seems best to put it into this file 1456 * effects monsters, it seems best to put it into this file
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1486 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1487 race = god->race;
1577 else 1488 else
1578 race = spell->race; 1489 race = spell->race;
1579 1490
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1491 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1492 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1493 {
1584
1585 done_one = 0; 1494 done_one = 0;
1586 m = op->map; 1495 m = op->map;
1587 nx = x; 1496 nx = x;
1588 ny = y; 1497 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1498 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1501
1593 /* If there is nothing living on this space, no need to go further */ 1502 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1503 if (!(mflags & P_IS_ALIVE))
1595 continue; 1504 continue;
1596 1505
1506 // players can only affect spaces that they can actually see
1507 if (caster && caster->contr
1508 && caster->contr->visibility_at (m, nx, ny) < 70)
1509 continue;
1510
1597 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1511 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1512 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1513 break;
1600 1514
1601 /* There can be living objects that are not monsters */ 1515 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1516 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1523 head = tmp;
1610 1524
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1525 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1526 if (race && head->race && !strstr (race, head->race))
1613 continue; 1527 continue;
1528
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1529 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1530 continue;
1616 1531
1617 /* Now do a bunch of stuff related to saving throws */ 1532 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1533 best_at = -1;
1635 at -= level / 5; 1550 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1551 if (did_make_save (head, head->level, at))
1637 continue; 1552 continue;
1638 } 1553 }
1639 else /* spell->attacktype */ 1554 else /* spell->attacktype */
1640 /*
1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1642 * if spell level < monster level, no go
1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1644
1645 The chance will then be in the range [20-70] percent, not too bad.
1646
1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1648 charm a level 125 monster...
1649
1650 Ryo, august 14th
1651 */
1652 { 1555 {
1556 /*
1557 Spell has no attacktype (charm & such), so we'll have a specific saving:
1558 * if spell level < monster level, no go
1559 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1560
1561 The chance will then be in the range [20-70] percent, not too bad.
1562
1563 This is required to fix the 'charm monster' abuse, where a player level 1 can
1564 charm a level 125 monster...
1565
1566 Ryo, august 14th
1567 */
1653 if (head->level > level) 1568 if (head->level > level)
1654 continue; 1569 continue;
1570
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1571 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1572 /* Failed, no effect */
1657 continue; 1573 continue;
1658 } 1574 }
1659 1575
1660 /* Done with saving throw. Now start effecting the monster */ 1576 /* Done with saving throw. Now start affecting the monster */
1661 1577
1662 /* aggravation */ 1578 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1579 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1580 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1581 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1582 remove_friendly_object (head);
1668
1669 done_one = 1; 1583 done_one = 1;
1670 head->enemy = op; 1584 head->enemy = op;
1671 } 1585 }
1672 1586
1673 /* calm monsters */ 1587 /* calm monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1596 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1597 {
1684 SET_FLAG (head, FLAG_BERSERK); 1598 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1599 done_one = 1;
1686 } 1600 }
1601
1687 /* charm */ 1602 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1603 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1604 {
1690 SET_FLAG (head, FLAG_FRIENDLY);
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile. 1606 Typical use case is charm, go somwhere, use aggravation to make hostile.
1693 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1609 head->set_owner (op);
1701 head->stats.exp = 0; 1615 head->stats.exp = 0;
1702 } 1616 }
1703 1617
1704 /* If a monster was effected, put an effect in */ 1618 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1619 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */ 1621 } /* for y */
1713 1622
1714 return 1; 1623 return 1;
1715} 1624}
1716 1625
1767 nx = op->x; 1676 nx = op->x;
1768 ny = op->y; 1677 ny = op->y;
1769 m = op->map; 1678 m = op->map;
1770 } 1679 }
1771 1680
1772 op->remove (); 1681 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1682
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1683 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1684 surrounding squares */
1779 1685
1780 /* loop over current square and neighbors to hit. 1686 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1687 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1688 * the surround spaces.
1783 */ 1689 */
1784 for (j = 0; j < 9; j++) 1690 for (j = 0; j < 9; j++)
1785 { 1691 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1692 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1693 hy = ny + freearr_y[j];
1790 1694
1791 m = op->map; 1695 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806 1710
1807 } 1711 }
1808 1712
1809 /* insert the other arch */ 1713 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1714 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 { 1715 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1716 }
1818 1717
1819 /* restore to the center location and damage */ 1718 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1719 op->stats.dam = dam_save;
1821 1720
1824 if (i >= 0) 1723 if (i >= 0)
1825 { /* we have a preferred direction! */ 1724 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1725 /* pick another direction if the preferred dir is blocked. */
1827 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1726 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1727 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1728 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1729
1832 op->direction = i; 1730 op->direction = i;
1833 } 1731 }
1834} 1732}
1835 1733
1836 1734
1874#if 0 1772#if 0
1875 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space. 1776 // space.
1879 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1880 // (schmorp) 1778 // (schmorp)
1881 1779
1882 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1883 * more uniform 1781 * more uniform
1884 */ 1782 */
1966 1864
1967 if (!spell->other_arch) 1865 if (!spell->other_arch)
1968 return 0; 1866 return 0;
1969 1867
1970 tmp = get_archetype (SWARM_SPELL); 1868 tmp = get_archetype (SWARM_SPELL);
1971 tmp->x = op->x;
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1870 set_spell_skill (op, caster, spell, tmp);
1975 1871
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1873 tmp->spell = arch_to_object (spell->other_arch);
1978 1874
1979 tmp->attacktype = tmp->spell->attacktype; 1875 tmp->attacktype = tmp->spell->attacktype;
1980 1876
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1878 if (!tailor_god_spell (tmp, op))
1984 return 1; 1879 return 1;
1985 } 1880
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1881 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1882 for (i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1884
1990 tmp->direction = dir; 1885 tmp->direction = dir;
1991 tmp->invisible = 1; 1886 tmp->invisible = 1;
1992 insert_ob_in_map (tmp, op->map, op, 0); 1887
1888 tmp->insert_at (op, op);
1993 return 1; 1889 return 1;
1994} 1890}
1995 1891
1996 1892
1997/* See the spells documentation file for why this is its own 1893/* See the spells documentation file for why this is its own
2057 { 1953 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1954 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1955 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1956 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1957 }
2062 tmp->x = x; 1958
2063 tmp->y = y; 1959 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1960 return 1;
2066} 1961}
2067 1962
2068 1963
2069 1964
2177 if (disease->stats.sp) 2072 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
2179 2074
2180 if (infect_object (walk, disease, 1)) 2075 if (infect_object (walk, disease, 1))
2181 { 2076 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2078
2186 disease->destroy (); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2081 return 1;
2193 } 2082 }
2194 2083
2195 disease->destroy (); 2084 disease->destroy ();
2196 } 2085 }
2197 } /* if living creature */ 2086 } /* if living creature */
2198 } /* for range of spaces */ 2087 } /* for range of spaces */
2088
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2090 return 1;
2201} 2091}

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