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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 1.29 by root, Mon Jan 29 16:11:48 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
28 29
29#include <global.h> 30#include <global.h>
30#include <object.h> 31#include <object.h>
31#include <living.h> 32#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 33#include <sproto.h>
34#endif
35#include <spells.h> 34#include <spells.h>
36#include <sounds.h> 35#include <sounds.h>
37 36
38/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1;
152 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
153 new_bolt->duration++; 152 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 156 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 158 update_turn_face (new_bolt);
162} 159}
163 160
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
166 */ 163 */
171 object *tmp; 168 object *tmp;
172 int mflags; 169 int mflags;
173 sint16 x, y; 170 sint16 x, y;
174 maptile *m; 171 maptile *m;
175 172
176 if (--(op->duration) < 0) 173 if (--op->duration < 0)
177 { 174 {
178 op->destroy (); 175 op->destroy ();
179 return; 176 return;
180 } 177 }
181 178
183 180
184 if (!op->direction) 181 if (!op->direction)
185 return; 182 return;
186 183
187 if (--op->range < 0) 184 if (--op->range < 0)
188 {
189 op->range = 0; 185 op->range = 0;
190 }
191 else 186 else
192 { 187 {
193 x = op->x + DIRX (op); 188 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 189 y = op->y + DIRY (op);
195 m = op->map; 190 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 198 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 199 * will be useful.
205 */ 200 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 201 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 202 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 203 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 204 return;
211 205
212 /* Since walls don't run diagonal, if the bolt is in 206 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 207 * one of 4 main directions, it just reflects back in the
243 else if (left) 237 else if (left)
244 op->direction = absdir (op->direction + 2); 238 op->direction = absdir (op->direction + 2);
245 else if (right) 239 else if (right)
246 op->direction = absdir (op->direction - 2); 240 op->direction = absdir (op->direction - 2);
247 } 241 }
242
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 243 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 244 return;
250 } 245 }
251 else 246 else
252 { /* Create a copy of this object and put it ahead */ 247 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 248 object *tmp = op->clone ();
254 249
250 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 251 tmp->speed_left = -0.1;
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 */ 252 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 253 tmp->duration++;
260 254
261 /* New forking code. Possibly create forks of this object 255 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 256 * going off in other directions.
263 */ 257 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 258 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 259 { /* stats.Dex % of forking */
267 forklightning (op, tmp); 260 forklightning (op, tmp);
268 } 261 }
262
269 /* In this way, the object left behind sticks on the space, but 263 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 264 * doesn't create any bolts that continue to move onward.
271 */ 265 */
272 op->range = 0; 266 op->range = 0;
273 } /* copy object and move it along */ 267 } /* copy object and move it along */
338 tmp->y = op->y; 332 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 333 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 334 tmp->map = op->map;
341 } 335 }
342 336
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 337 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 338 move_bolt (tmp);
345 339
346 return 1; 340 return 1;
347} 341}
348 342
359 * At least that is what I think this does. 353 * At least that is what I think this does.
360 */ 354 */
361void 355void
362explosion (object *op) 356explosion (object *op)
363{ 357{
364 object *tmp;
365 maptile *m = op->map; 358 maptile *m = op->map;
366 int i; 359 int i;
367 360
368 if (--(op->duration) < 0) 361 if (--op->duration < 0)
369 { 362 {
370 op->destroy (); 363 op->destroy ();
371 return; 364 return;
372 } 365 }
373 366
379 { 372 {
380 sint16 dx, dy; 373 sint16 dx, dy;
381 374
382 dx = op->x + freearr_x[i]; 375 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 376 dy = op->y + freearr_y[i];
377
384 /* ok_to_put_more already does things like checks for walls, 378 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 379 * out of map, etc.
386 */ 380 */
387 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
388 { 382 {
389 tmp = op->clone (); 383 object *tmp = op->clone ();
384
390 tmp->state = 0; 385 tmp->state = 0;
391 tmp->speed_left = -0.21; 386 tmp->speed_left = -0.21;
392 tmp->range--; 387 tmp->range--;
393 tmp->value = 0; 388 tmp->value = 0;
394 tmp->x = dx; 389
395 tmp->y = dy; 390 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 391 }
398 } 392 }
399 } 393 }
400} 394}
401 395
416 return; 410 return;
417 } 411 }
418 412
419 if (op->env) 413 if (op->env)
420 { 414 {
421 object *env;
422
423 env = object_get_env_recursive (op); 415 object *env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 416 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
425 { 417 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 418 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 419 op->destroy ();
428 return; 420 return;
429 } 421 }
430 422
431 op->remove (); 423 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 } 424 }
436 else if (out_of_map (op->map, op->x, op->y)) 425 else if (out_of_map (op->map, op->x, op->y))
437 { 426 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 427 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 428 op->destroy ();
468 { 457 {
469 op->destroy (); 458 op->destroy ();
470 return; 459 return;
471 } 460 }
472 461
473 tmp->x = op->x;
474 tmp->y = op->y;
475
476 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 464 {
479 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
480 tmp->range = op->range; 466 tmp->range = op->range;
483 } 469 }
484 else 470 else
485 { 471 {
486 if (op->attacktype & AT_MAGIC) 472 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 473 tmp->attacktype |= AT_MAGIC;
474
488 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
501 488
502 /* Prevent recursion */ 489 /* Prevent recursion */
503 op->move_on = 0; 490 op->move_on = 0;
504 491
505 insert_ob_in_map (tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
506 /* remove the firebullet */ 493 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 494 op->destroy ();
510 }
511} 495}
512
513
514 496
515/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
516 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
517 */ 499 */
518
519void 500void
520check_bullet (object *op) 501check_bullet (object *op)
521{ 502{
522 object *tmp; 503 object *tmp;
523 int dam, mflags; 504 int dam, mflags;
612 op->destroy (); 593 op->destroy ();
613 594
614 return; 595 return;
615 } 596 }
616 597
617 op->remove (); 598 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; 599 return;
622 600
623 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
624 { 602 {
625 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
700 tmp->y = op->y; 678 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 679 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 680 tmp->map = op->map;
703 } 681 }
704 682
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 683 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 684 check_bullet (tmp);
707 685
708 return 1; 686 return 1;
709} 687}
710 688
722void 700void
723cone_drop (object *op) 701cone_drop (object *op)
724{ 702{
725 object *new_ob = arch_to_object (op->other_arch); 703 object *new_ob = arch_to_object (op->other_arch);
726 704
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 705 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 706 new_ob->set_owner (op->owner);
731 707
732 /* preserve skill ownership */ 708 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 709 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 710 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 711
712 new_ob->insert_at (op, op);
739} 713}
740 714
741/* move_cone: causes cone object 'op' to move a space/hit creatures */ 715/* move_cone: causes cone object 'op' to move a space/hit creatures */
742 716
743void 717void
747 721
748 /* if no map then hit_map will crash so just ignore object */ 722 /* if no map then hit_map will crash so just ignore object */
749 if (!op->map) 723 if (!op->map)
750 { 724 {
751 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
752 op->speed = 0; 726 op->set_speed (0);
753 update_ob_speed (op);
754 return; 727 return;
755 } 728 }
756 729
757 /* lava saves it's life, but not yours :) */ 730 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 731 if (QUERY_FLAG (op, FLAG_LIFESAVE))
806 779
807 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 780 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
808 { 781 {
809 object *tmp = op->clone (); 782 object *tmp = op->clone ();
810 783
811 tmp->x = x;
812 tmp->y = y;
813
814 tmp->duration = op->duration + 1; 784 tmp->duration = op->duration + 1;
815 785
816 /* Use for spell tracking - see ok_to_put_more() */ 786 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 787 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 788
789 op->map->insert (tmp, x, y, op);
790
819 if (tmp->other_arch) 791 if (tmp->other_arch)
820 cone_drop (tmp); 792 cone_drop (tmp);
821 } 793 }
822 } 794 }
823} 795}
902 success = 1; 874 success = 1;
903 tmp = arch_to_object (spell->other_arch); 875 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 876 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 877 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 878 tmp->level = caster_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 879 tmp->attacktype = spell->attacktype;
910 880
911 /* holy word stuff */ 881 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 883 if (!tailor_god_spell (tmp, op))
950 920
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 921 if (!(tmp->move_type & MOVE_FLY_LOW))
952 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
953 923
954 if (!tmp->move_on && tmp->stats.dam) 924 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); 925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
957 }
958 926
959 insert_ob_in_map (tmp, m, op, 0); 927 m->insert (tmp, sx, sy, op);
960 928
961 /* This is used for tracking spells so that one effect doesn't hit 929 /* This is used for tracking spells so that one effect doesn't hit
962 * a single space too many times. 930 * a single space too many times.
963 */ 931 */
964 tmp->stats.maxhp = tmp->count; 932 tmp->stats.maxhp = tmp->count;
983void 951void
984animate_bomb (object *op) 952animate_bomb (object *op)
985{ 953{
986 int i; 954 int i;
987 object *env, *tmp; 955 object *env, *tmp;
988 archetype *at;
989 956
990 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 958 return;
992 959
993 env = object_get_env_recursive (op); 960 env = object_get_env_recursive (op);
998 return; 965 return;
999 966
1000 if (env->type == PLAYER) 967 if (env->type == PLAYER)
1001 esrv_del_item (env->contr, op->count); 968 esrv_del_item (env->contr, op->count);
1002 969
1003 op->remove (); 970 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; 971 return;
1008 } 972 }
1009 973
1010 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 974 // 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 975 // on a safe map. I don't like this special casing, but it seems to be neccessary
1018 982
1019 /* This copies a lot of the code from the fire bullet, 983 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 984 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 985 * so just set up the appropriate values.
1022 */ 986 */
1023 at = archetype::find (SPLINT); 987 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 988 {
1026 for (i = 1; i < 9; i++) 989 for (i = 1; i < 9; i++)
1027 { 990 {
1028 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1029 continue; 992 continue;
993
1030 tmp = arch_to_object (at); 994 tmp = arch_to_object (at);
1031 tmp->direction = i; 995 tmp->direction = i;
1032 tmp->range = op->range; 996 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 997 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 998 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 999 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 1000 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 1001 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 1002 tmp->skill = op->skill;
1040 } 1003
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1004 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 1005 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 1006
1044 tmp->y = op->y + freearr_x[i]; 1007 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); 1008 move_bullet (tmp);
1047 } 1009 }
1048 } 1010 }
1049 1011
1050 explode_bullet (op); 1012 explode_bullet (op);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1035 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1036 tmp->attacktype = spell->attacktype;
1075 1037
1076 tmp->set_owner (op); 1038 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1039 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1040
1079 tmp->y = dy; 1041 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1042 return 1;
1082} 1043}
1083 1044
1084/**************************************************************************** 1045/****************************************************************************
1085 * 1046 *
1228 1189
1229 effect->set_owner (op); 1190 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1191 set_spell_skill (op, caster, spell, effect);
1231 1192
1232 /* ok, tell it where to be, and insert! */ 1193 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1194 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1195
1237 return 1; 1196 return 1;
1238} 1197}
1239 1198
1240 1199
1295 { 1254 {
1296 op->destroy (); 1255 op->destroy ();
1297 return; 1256 return;
1298 } 1257 }
1299 1258
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); 1259 i = spell_find_dir (m, new_x, new_y, op->owner);
1304 if (i > 0 && i != op->direction) 1260 if (i > 0 && i != op->direction)
1305 { 1261 {
1306 op->direction = i; 1262 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1263 SET_ANIMATION (op, op->direction);
1308 } 1264 }
1309 1265
1310 insert_ob_in_map (op, op->map, op, 0); 1266 m->insert (op, new_x, new_y, op);
1311} 1267}
1312 1268
1313/**************************************************************************** 1269/****************************************************************************
1314 * Destruction 1270 * Destruction
1315 ****************************************************************************/ 1271 ****************************************************************************/
1393 for (j = -range; j < range; j++) 1349 for (j = -range; j < range; j++)
1394 { 1350 {
1395 m = op->map; 1351 m = op->map;
1396 sx = op->x + i; 1352 sx = op->x + i;
1397 sy = op->y + j; 1353 sy = op->y + j;
1354
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1355 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1356 if (mflags & P_OUT_OF_MAP)
1400 continue; 1357 continue;
1358
1401 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1402 { 1360 {
1403 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1361 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1362 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1363 break;
1407 } 1364
1408 if (tmp) 1365 if (tmp)
1409 { 1366 {
1410 if (tmp->head) 1367 if (tmp->head)
1411 tmp = tmp->head; 1368 tmp = tmp->head;
1412 1369
1415 { 1372 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1373 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1374 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1419 if (spell_ob->other_arch) 1376 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1377 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 } 1378 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 { 1380 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1381 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1382 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 } 1383 }
1438 } 1384 }
1439 } 1385 }
1440 } 1386 }
1441 } 1387 }
1442 } 1388 }
1389
1443 op->skill = skill; 1390 op->skill = skill;
1444 return 1; 1391 return 1;
1445} 1392}
1446 1393
1447/*************************************************************************** 1394/***************************************************************************
1535 insert_ob_in_ob (force, tmp); 1482 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1483 tmp->update_stats ();
1537 return 1; 1484 return 1;
1538 1485
1539} 1486}
1540
1541 1487
1542/********************************************************************** 1488/**********************************************************************
1543 * mood change 1489 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1490 * 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 1491 * effects monsters, it seems best to put it into this file
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1521 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1522 race = god->race;
1577 else 1523 else
1578 race = spell->race; 1524 race = spell->race;
1579 1525
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1526 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1527 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1528 {
1584
1585 done_one = 0; 1529 done_one = 0;
1586 m = op->map; 1530 m = op->map;
1587 nx = x; 1531 nx = x;
1588 ny = y; 1532 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1533 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1536
1593 /* If there is nothing living on this space, no need to go further */ 1537 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1538 if (!(mflags & P_IS_ALIVE))
1595 continue; 1539 continue;
1596 1540
1541 // players can only affect spaces that they can actually see
1542 if (caster && caster->contr
1543 && caster->contr->visibility_at (m, nx, ny) < 70)
1544 continue;
1545
1597 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1546 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1547 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1548 break;
1600 1549
1601 /* There can be living objects that are not monsters */ 1550 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1551 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1558 head = tmp;
1610 1559
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1560 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1561 if (race && head->race && !strstr (race, head->race))
1613 continue; 1562 continue;
1563
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1564 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1565 continue;
1616 1566
1617 /* Now do a bunch of stuff related to saving throws */ 1567 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1568 best_at = -1;
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1605 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1606 /* Failed, no effect */
1657 continue; 1607 continue;
1658 } 1608 }
1659 1609
1660 /* Done with saving throw. Now start effecting the monster */ 1610 /* Done with saving throw. Now start affecting the monster */
1661 1611
1662 /* aggravation */ 1612 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1613 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1614 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1615 CLEAR_FLAG (head, FLAG_SLEEP);
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1632 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1633 {
1684 SET_FLAG (head, FLAG_BERSERK); 1634 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1635 done_one = 1;
1686 } 1636 }
1637
1687 /* charm */ 1638 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1639 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1640 {
1690 SET_FLAG (head, FLAG_FRIENDLY);
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1641 /* Prevent uncontolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile. 1642 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. */ 1643 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1644 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1645 head->set_owner (op);
1701 head->stats.exp = 0; 1651 head->stats.exp = 0;
1702 } 1652 }
1703 1653
1704 /* If a monster was effected, put an effect in */ 1654 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1655 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1656 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 */ 1657 } /* for y */
1713 1658
1714 return 1; 1659 return 1;
1715} 1660}
1716 1661
1767 nx = op->x; 1712 nx = op->x;
1768 ny = op->y; 1713 ny = op->y;
1769 m = op->map; 1714 m = op->map;
1770 } 1715 }
1771 1716
1772 op->remove (); 1717 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1718
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1719 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1720 surrounding squares */
1779 1721
1780 /* loop over current square and neighbors to hit. 1722 /* loop over current square and neighbors to hit.
1806 1748
1807 } 1749 }
1808 1750
1809 /* insert the other arch */ 1751 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1752 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 { 1753 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 } 1754 }
1818 1755
1819 /* restore to the center location and damage */ 1756 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1757 op->stats.dam = dam_save;
1821 1758
1824 if (i >= 0) 1761 if (i >= 0)
1825 { /* we have a preferred direction! */ 1762 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1763 /* 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 || 1764 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))) 1765 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1766 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1767
1832 op->direction = i; 1768 op->direction = i;
1833 } 1769 }
1834} 1770}
1835 1771
1836 1772
1966 1902
1967 if (!spell->other_arch) 1903 if (!spell->other_arch)
1968 return 0; 1904 return 0;
1969 1905
1970 tmp = get_archetype (SWARM_SPELL); 1906 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. */ 1907 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1908 set_spell_skill (op, caster, spell, tmp);
1975 1909
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1910 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1911 tmp->spell = arch_to_object (spell->other_arch);
1978 1912
1979 tmp->attacktype = tmp->spell->attacktype; 1913 tmp->attacktype = tmp->spell->attacktype;
1980 1914
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1915 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1916 if (!tailor_god_spell (tmp, op))
1984 return 1; 1917 return 1;
1985 } 1918
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1919 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1920 for (i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1921 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1922
1990 tmp->direction = dir; 1923 tmp->direction = dir;
1991 tmp->invisible = 1; 1924 tmp->invisible = 1;
1992 insert_ob_in_map (tmp, op->map, op, 0); 1925
1926 tmp->insert_at (op, op);
1993 return 1; 1927 return 1;
1994} 1928}
1995 1929
1996 1930
1997/* See the spells documentation file for why this is its own 1931/* See the spells documentation file for why this is its own
2057 { 1991 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1992 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1993 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1994 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1995 }
2062 tmp->x = x; 1996
2063 tmp->y = y; 1997 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1998 return 1;
2066} 1999}
2067 2000
2068 2001
2069 2002
2182 object *flash; /* visual effect for inflicting disease */ 2115 object *flash; /* visual effect for inflicting disease */
2183 2116
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2117 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2118
2186 disease->destroy (); /* don't need this one anymore */ 2119 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2120 walk->map->insert (get_archetype (ARCH_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; 2121 return 1;
2193 } 2122 }
2194 2123
2195 disease->destroy (); 2124 disease->destroy ();
2196 } 2125 }
2197 } /* if living creature */ 2126 } /* if living creature */
2198 } /* for range of spaces */ 2127 } /* for range of spaces */
2128
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2129 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2130 return 1;
2201} 2131}

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