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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.22 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.41 by root, Sat Jun 9 21:16:12 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 it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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)
146 145
147 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
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 = -0.1f;
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 */
167 164
168void 165void
169move_bolt (object *op) 166move_bolt (object *op)
170{ 167{
171 object *tmp;
172 int mflags; 168 int mflags;
173 sint16 x, y; 169 sint16 x, y;
174 maptile *m; 170 maptile *m;
175 171
176 if (--(op->duration) < 0) 172 if (--op->duration < 0)
177 { 173 {
178 op->destroy (); 174 op->destroy ();
179 return; 175 return;
180 } 176 }
181 177
183 179
184 if (!op->direction) 180 if (!op->direction)
185 return; 181 return;
186 182
187 if (--op->range < 0) 183 if (--op->range < 0)
188 {
189 op->range = 0; 184 op->range = 0;
190 }
191 else 185 else
192 { 186 {
193 x = op->x + DIRX (op); 187 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 188 y = op->y + DIRY (op);
195 m = op->map; 189 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 197 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 198 * will be useful.
205 */ 199 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 201 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 203 return;
211 204
212 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
243 else if (left) 236 else if (left)
244 op->direction = absdir (op->direction + 2); 237 op->direction = absdir (op->direction + 2);
245 else if (right) 238 else if (right)
246 op->direction = absdir (op->direction - 2); 239 op->direction = absdir (op->direction - 2);
247 } 240 }
241
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 243 return;
250 } 244 }
251 else 245 else
252 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 247 object *tmp = op->clone ();
254 248
249 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 250 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 */ 251 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 252 tmp->duration++;
260 253
261 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 255 * going off in other directions.
263 */ 256 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 257 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
267 forklightning (op, tmp); 259 forklightning (op, tmp);
268 } 260 }
261
269 /* In this way, the object left behind sticks on the space, but 262 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
271 */ 264 */
272 op->range = 0; 265 op->range = 0;
273 } /* copy object and move it along */ 266 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 274 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
283 * pointers. 276 * pointers.
284 */ 277 */
285
286int 278int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 280{
289 object *tmp = NULL; 281 object *tmp = NULL;
290 int mflags; 282 int mflags;
315 307
316 tmp->x = op->x + DIRX (tmp); 308 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 309 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 310 tmp->map = op->map;
319 311
312 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 314 if (mflags & P_OUT_OF_MAP)
322 { 315 {
323 tmp->destroy (); 316 tmp->destroy ();
324 return 0; 317 return 0;
325 } 318 }
319
320 tmp->map = newmap;
326 321
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 323 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 325 {
336 tmp->y = op->y; 331 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 332 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 333 tmp->map = op->map;
339 } 334 }
340 335
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 336 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 337 move_bolt (tmp);
343 338
344 return 1; 339 return 1;
345} 340}
346
347
348 341
349/*************************************************************************** 342/***************************************************************************
350 * 343 *
351 * BULLET/BALL CODE 344 * BULLET/BALL CODE
352 * 345 *
357 * At least that is what I think this does. 350 * At least that is what I think this does.
358 */ 351 */
359void 352void
360explosion (object *op) 353explosion (object *op)
361{ 354{
362 object *tmp;
363 maptile *m = op->map; 355 maptile *m = op->map;
364 int i; 356 int i;
365 357
366 if (--(op->duration) < 0) 358 if (--op->duration < 0)
367 { 359 {
368 op->destroy (); 360 op->destroy ();
369 return; 361 return;
370 } 362 }
371 363
377 { 369 {
378 sint16 dx, dy; 370 sint16 dx, dy;
379 371
380 dx = op->x + freearr_x[i]; 372 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 373 dy = op->y + freearr_y[i];
374
382 /* ok_to_put_more already does things like checks for walls, 375 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 376 * out of map, etc.
384 */ 377 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 378 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 379 {
387 tmp = op->clone (); 380 object *tmp = op->clone ();
381
388 tmp->state = 0; 382 tmp->state = 0;
389 tmp->speed_left = -0.21; 383 tmp->speed_left = -0.21f;
390 tmp->range--; 384 tmp->range--;
391 tmp->value = 0; 385 tmp->value = 0;
392 tmp->x = dx; 386
393 tmp->y = dy; 387 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 388 }
396 } 389 }
397 } 390 }
398} 391}
399
400 392
401/* Causes an object to explode, eg, a firebullet, 393/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 394 * poison cloud ball, etc. op is the object to
403 * explode. 395 * explode.
404 */ 396 */
414 return; 406 return;
415 } 407 }
416 408
417 if (op->env) 409 if (op->env)
418 { 410 {
419 object *env;
420
421 env = object_get_env_recursive (op); 411 object *env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 { 413 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 415 op->destroy ();
426 return; 416 return;
427 } 417 }
428 418
429 op->remove (); 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 420 }
434 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
435 { 422 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 424 op->destroy ();
466 { 453 {
467 op->destroy (); 454 op->destroy ();
468 return; 455 return;
469 } 456 }
470 457
471 tmp->x = op->x;
472 tmp->y = op->y;
473
474 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 460 {
477 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
478 tmp->range = op->range; 462 tmp->range = op->range;
481 } 465 }
482 else 466 else
483 { 467 {
484 if (op->attacktype & AT_MAGIC) 468 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 469 tmp->attacktype |= AT_MAGIC;
470
486 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 475 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
499 484
500 /* Prevent recursion */ 485 /* Prevent recursion */
501 op->move_on = 0; 486 op->move_on = 0;
502 487
503 insert_ob_in_map (tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
504 /* remove the firebullet */ 489 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 490 op->destroy ();
508 }
509} 491}
510
511
512 492
513/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
515 */ 495 */
516
517void 496void
518check_bullet (object *op) 497check_bullet (object *op)
519{ 498{
520 object *tmp; 499 object *tmp;
521 int dam, mflags; 500 int dam, mflags;
536 515
537 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
539 return; 518 return;
540 519
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 521 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 523 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
553 } 532 }
554 } 533 }
555 } 534 }
556} 535}
557 536
558
559/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 538 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
563 */ 541 */
564
565void 542void
566move_bullet (object *op) 543move_bullet (object *op)
567{ 544{
568 sint16 new_x, new_y; 545 sint16 new_x, new_y;
569 int mflags; 546 int mflags;
612 op->destroy (); 589 op->destroy ();
613 590
614 return; 591 return;
615 } 592 }
616 593
617 op->remove (); 594 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; 595 return;
622 596
623 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
624 { 598 {
625 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 600 update_turn_face (op);
627 } 601 }
628 else 602 else
629 {
630 check_bullet (op); 603 check_bullet (op);
631 }
632} 604}
633
634
635
636 605
637/* fire_bullet 606/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 610 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
643 * pointers. 612 * pointers.
644 */ 613 */
645
646int 614int
647fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 616{
649 object *tmp = NULL; 617 object *tmp = NULL;
650 int mflags; 618 int mflags;
678 646
679 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 649 tmp->map = op->map;
682 650
651 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
685 { 654 {
686 tmp->destroy (); 655 tmp->destroy ();
687 return 0; 656 return 0;
688 } 657 }
658
659 tmp->map = newmap;
689 660
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 662 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 664 {
699 tmp->y = op->y; 670 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 672 tmp->map = op->map;
702 } 673 }
703 674
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 675 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 676 check_bullet (tmp);
706 677
707 return 1; 678 return 1;
708} 679}
709
710
711
712 680
713/***************************************************************************** 681/*****************************************************************************
714 * 682 *
715 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
716 * 684 *
717 *****************************************************************************/ 685 *****************************************************************************/
718 686
719
720/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
721void 688void
722cone_drop (object *op) 689cone_drop (object *op)
723{ 690{
724 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
725 692
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 693 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 694 new_ob->set_owner (op->owner);
730 695
731 /* preserve skill ownership */ 696 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 699
700 new_ob->insert_at (op, op);
738} 701}
739 702
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 704
742void 705void
746 709
747 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 711 if (!op->map)
749 { 712 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 714 op->set_speed (0);
752 update_ob_speed (op);
753 return; 715 return;
754 } 716 }
755 717
756 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
805 767
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 769 {
808 object *tmp = op->clone (); 770 object *tmp = op->clone ();
809 771
810 tmp->x = x;
811 tmp->y = y;
812
813 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
814 773
815 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
818 if (tmp->other_arch) 779 if (tmp->other_arch)
819 cone_drop (tmp); 780 cone_drop (tmp);
820 } 781 }
821 } 782 }
822} 783}
855 816
856 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
857 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
858 * insert it into is blocked. 819 * insert it into is blocked.
859 */ 820 */
860 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
861 822
862 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
863 { 824 {
864 sint16 x, y, d; 825 sint16 x, y, d;
865 826
901 success = 1; 862 success = 1;
902 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 864 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
909 868
910 /* holy word stuff */ 869 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
946 else 905 else
947 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
948 } 907 }
949 908
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
952 911
953 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 914
958 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
959 916
960 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 918 * a single space too many times.
962 */ 919 */
963 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
973 * 930 *
974 * BOMB related code 931 * BOMB related code
975 * 932 *
976 ****************************************************************************/ 933 ****************************************************************************/
977 934
978
979/* This handles an exploding bomb. 935/* This handles an exploding bomb.
980 * op is the original bomb object. 936 * op is the original bomb object.
981 */ 937 */
982void 938void
983animate_bomb (object *op) 939animate_bomb (object *op)
984{ 940{
985 int i; 941 int i;
986 object *env, *tmp; 942 object *env, *tmp;
987 archetype *at;
988 943
989 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 945 return;
991 946
992 env = object_get_env_recursive (op); 947 env = object_get_env_recursive (op);
997 return; 952 return;
998 953
999 if (env->type == PLAYER) 954 if (env->type == PLAYER)
1000 esrv_del_item (env->contr, op->count); 955 esrv_del_item (env->contr, op->count);
1001 956
1002 op->remove (); 957 if (!(op = op->insert_at (env, op)))
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 958 return;
1007 } 959 }
1008 960
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
1017 969
1018 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1021 */ 973 */
1022 at = archetype::find (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 975 {
1025 for (i = 1; i < 9; i++) 976 for (i = 1; i < 9; i++)
1026 { 977 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 979 continue;
980
1029 tmp = arch_to_object (at); 981 tmp = arch_to_object (at);
1030 tmp->direction = i; 982 tmp->direction = i;
1031 tmp->range = op->range; 983 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 987 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1039 } 990
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 993
1043 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 995 move_bullet (tmp);
1046 } 996 }
1047 } 997 }
1048 998
1049 explode_bullet (op); 999 explode_bullet (op);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1074 1024
1075 tmp->set_owner (op); 1025 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1027
1078 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1029 return 1;
1081} 1030}
1082 1031
1083/**************************************************************************** 1032/****************************************************************************
1084 * 1033 *
1093 * dir is the direction to look in. 1042 * dir is the direction to look in.
1094 * range is how far out to look. 1043 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1097 */ 1046 */
1098
1099object * 1047object *
1100get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1101{ 1049{
1102 object *target; 1050 object *target;
1103 sint16 x, y; 1051 sint16 x, y;
1122 return NULL; 1070 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1072 return NULL;
1125 1073
1126 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1077 return target;
1133 }
1134 }
1135 }
1136 } 1078 }
1079
1137 return NULL; 1080 return NULL;
1138} 1081}
1139
1140 1082
1141/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1143 * usual params - 1085 * usual params -
1144 * op = player 1086 * op = player
1227 1169
1228 effect->set_owner (op); 1170 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1230 1172
1231 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1174 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1175
1236 return 1; 1176 return 1;
1237} 1177}
1238 1178
1239 1179
1294 { 1234 {
1295 op->destroy (); 1235 op->destroy ();
1296 return; 1236 return;
1297 } 1237 }
1298 1238
1299 op->x = new_x;
1300 op->y = new_y;
1301 op->map = m;
1302 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1239 i = spell_find_dir (m, new_x, new_y, op->owner);
1303 if (i > 0 && i != op->direction) 1240 if (i > 0 && i != op->direction)
1304 { 1241 {
1305 op->direction = i; 1242 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1307 } 1244 }
1308 1245
1309 insert_ob_in_map (op, op->map, op, 0); 1246 m->insert (op, new_x, new_y, op);
1310} 1247}
1311 1248
1312/**************************************************************************** 1249/****************************************************************************
1313 * Destruction 1250 * Destruction
1314 ****************************************************************************/ 1251 ****************************************************************************/
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name); 1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0; 1288 return 0;
1352 } 1289 }
1353 return 1; 1290 return 1;
1354} 1291}
1355
1356
1357
1358 1292
1359int 1293int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1294cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1295{
1362 int i, j, range, mflags, friendly = 0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1383 else if (caster->skill) 1317 else if (caster->skill)
1384 op->skill = caster->skill; 1318 op->skill = caster->skill;
1385 else 1319 else
1386 op->skill = NULL; 1320 op->skill = NULL;
1387 1321
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1389 1323
1390 for (i = -range; i < range; i++) 1324 for (i = -range; i < range; i++)
1391 { 1325 {
1392 for (j = -range; j < range; j++) 1326 for (j = -range; j < range; j++)
1393 { 1327 {
1394 m = op->map; 1328 m = op->map;
1395 sx = op->x + i; 1329 sx = op->x + i;
1396 sy = op->y + j; 1330 sy = op->y + j;
1331
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP) 1333 if (mflags & P_OUT_OF_MAP)
1399 continue; 1334 continue;
1335
1400 if (mflags & P_IS_ALIVE) 1336 if (mflags & P_IS_ALIVE)
1401 { 1337 {
1402 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1338 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break; 1340 break;
1406 } 1341
1407 if (tmp) 1342 if (tmp)
1408 { 1343 {
1409 if (tmp->head) 1344 if (tmp->head)
1410 tmp = tmp->head; 1345 tmp = tmp->head;
1411 1346
1414 { 1349 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1350 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1351 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1418 if (spell_ob->other_arch) 1353 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1421 tmp->x = sx;
1422 tmp->y = sy;
1423 insert_ob_in_map (tmp, m, op, 0);
1424 }
1425 } 1355 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 { 1357 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1431
1432 effect->x = sx;
1433 effect->y = sy;
1434 insert_ob_in_map (effect, m, op, 0);
1435 }
1436 } 1360 }
1437 } 1361 }
1438 } 1362 }
1439 } 1363 }
1440 } 1364 }
1441 } 1365 }
1366
1442 op->skill = skill; 1367 op->skill = skill;
1443 return 1; 1368 return 1;
1444} 1369}
1445 1370
1446/*************************************************************************** 1371/***************************************************************************
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 } 1432 }
1508 return 1; 1433 return 1;
1509 } 1434 }
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0; 1436 force->speed = 1.f;
1512 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1514 1439
1515 if (god) 1440 if (god)
1516 { 1441 {
1517 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1534 insert_ob_in_ob (force, tmp); 1459 insert_ob_in_ob (force, tmp);
1535 tmp->update_stats (); 1460 tmp->update_stats ();
1536 return 1; 1461 return 1;
1537 1462
1538} 1463}
1539
1540 1464
1541/********************************************************************** 1465/**********************************************************************
1542 * mood change 1466 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1467 * Arguably, this may or may not be an attack spell. But since it
1544 * effects monsters, it seems best to put it into this file 1468 * effects monsters, it seems best to put it into this file
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1498 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race; 1499 race = god->race;
1576 else 1500 else
1577 race = spell->race; 1501 race = spell->race;
1578 1502
1579
1580 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++) 1504 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1505 {
1583
1584 done_one = 0; 1506 done_one = 0;
1585 m = op->map; 1507 m = op->map;
1586 nx = x; 1508 nx = x;
1587 ny = y; 1509 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1591 1513
1592 /* If there is nothing living on this space, no need to go further */ 1514 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1515 if (!(mflags & P_IS_ALIVE))
1594 continue; 1516 continue;
1595 1517
1518 // players can only affect spaces that they can actually see
1519 if (caster && caster->contr
1520 && caster->contr->visibility_at (m, nx, ny) < 70)
1521 continue;
1522
1596 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1523 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break; 1525 break;
1599 1526
1600 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1528 if (!tmp || tmp->type == PLAYER)
1608 head = tmp; 1535 head = tmp;
1609 1536
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1537 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1538 if (race && head->race && !strstr (race, head->race))
1612 continue; 1539 continue;
1540
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1542 continue;
1615 1543
1616 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1545 best_at = -1;
1634 at -= level / 5; 1562 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1563 if (did_make_save (head, head->level, at))
1636 continue; 1564 continue;
1637 } 1565 }
1638 else /* spell->attacktype */ 1566 else /* spell->attacktype */
1639 /*
1640 Spell has no attacktype (charm & such), so we'll have a specific saving:
1641 * if spell level < monster level, no go
1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1643
1644 The chance will then be in the range [20-70] percent, not too bad.
1645
1646 This is required to fix the 'charm monster' abuse, where a player level 1 can
1647 charm a level 125 monster...
1648
1649 Ryo, august 14th
1650 */
1651 { 1567 {
1568 /*
1569 Spell has no attacktype (charm & such), so we'll have a specific saving:
1570 * if spell level < monster level, no go
1571 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1572
1573 The chance will then be in the range [20-70] percent, not too bad.
1574
1575 This is required to fix the 'charm monster' abuse, where a player level 1 can
1576 charm a level 125 monster...
1577
1578 Ryo, august 14th
1579 */
1652 if (head->level > level) 1580 if (head->level > level)
1653 continue; 1581 continue;
1582
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1583 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1584 /* Failed, no effect */
1656 continue; 1585 continue;
1657 } 1586 }
1658 1587
1659 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1660 1589
1661 /* aggravation */ 1590 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1592 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1594 remove_friendly_object (head);
1667
1668 done_one = 1; 1595 done_one = 1;
1669 head->enemy = op; 1596 head->enemy = op;
1670 } 1597 }
1671 1598
1672 /* calm monsters */ 1599 /* calm monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1609 {
1683 SET_FLAG (head, FLAG_BERSERK); 1610 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1611 done_one = 1;
1685 } 1612 }
1613
1686 /* charm */ 1614 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 { 1616 {
1689 SET_FLAG (head, FLAG_FRIENDLY);
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1617 /* Prevent uncontolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1618 Typical use case is charm, go somwhere, use aggravation to make hostile.
1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1619 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1620 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1621 head->set_owner (op);
1700 head->stats.exp = 0; 1627 head->stats.exp = 0;
1701 } 1628 }
1702 1629
1703 /* If a monster was effected, put an effect in */ 1630 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1631 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch); 1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1707 tmp->x = nx;
1708 tmp->y = ny;
1709 insert_ob_in_map (tmp, m, op, 0);
1710 }
1711 } /* for y */ 1633 } /* for y */
1712 1634
1713 return 1; 1635 return 1;
1714} 1636}
1715 1637
1766 nx = op->x; 1688 nx = op->x;
1767 ny = op->y; 1689 ny = op->y;
1768 m = op->map; 1690 m = op->map;
1769 } 1691 }
1770 1692
1771 op->remove (); 1693 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1694
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1695 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1696 surrounding squares */
1778 1697
1779 /* loop over current square and neighbors to hit. 1698 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1700 * the surround spaces.
1782 */ 1701 */
1783 for (j = 0; j < 9; j++) 1702 for (j = 0; j < 9; j++)
1784 { 1703 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1704 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1705 hy = ny + freearr_y[j];
1789 1706
1790 m = op->map; 1707 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1805 1722
1806 } 1723 }
1807 1724
1808 /* insert the other arch */ 1725 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1726 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1727 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1811 new_ob = arch_to_object (op->other_arch);
1812 new_ob->x = hx;
1813 new_ob->y = hy;
1814 insert_ob_in_map (new_ob, m, op, 0);
1815 }
1816 } 1728 }
1817 1729
1818 /* restore to the center location and damage */ 1730 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1731 op->stats.dam = dam_save;
1820 1732
1823 if (i >= 0) 1735 if (i >= 0)
1824 { /* we have a preferred direction! */ 1736 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1737 /* pick another direction if the preferred dir is blocked. */
1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1738 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1739 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1741
1831 op->direction = i; 1742 op->direction = i;
1832 } 1743 }
1833} 1744}
1834 1745
1835 1746
1873#if 0 1784#if 0
1874 // this is bogus: it causes wrong places to be checked below 1785 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1786 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1787 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space. 1788 // space.
1878 // should be fixed later, but correctness before featurs... 1789 // should be fixed later, but correctness before features...
1879 // (schmorp) 1790 // (schmorp)
1880 1791
1881 /* new offset calculation to make swarm element distribution 1792 /* new offset calculation to make swarm element distribution
1882 * more uniform 1793 * more uniform
1883 */ 1794 */
1965 1876
1966 if (!spell->other_arch) 1877 if (!spell->other_arch)
1967 return 0; 1878 return 0;
1968 1879
1969 tmp = get_archetype (SWARM_SPELL); 1880 tmp = get_archetype (SWARM_SPELL);
1970 tmp->x = op->x;
1971 tmp->y = op->y;
1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1882 set_spell_skill (op, caster, spell, tmp);
1974 1883
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1884 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1885 tmp->spell = arch_to_object (spell->other_arch);
1977 1886
1978 tmp->attacktype = tmp->spell->attacktype; 1887 tmp->attacktype = tmp->spell->attacktype;
1979 1888
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1890 if (!tailor_god_spell (tmp, op))
1983 return 1; 1891 return 1;
1984 } 1892
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1893 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1894 for (i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1896
1989 tmp->direction = dir; 1897 tmp->direction = dir;
1990 tmp->invisible = 1; 1898 tmp->invisible = 1;
1991 insert_ob_in_map (tmp, op->map, op, 0); 1899
1900 tmp->insert_at (op, op);
1992 return 1; 1901 return 1;
1993} 1902}
1994 1903
1995 1904
1996/* See the spells documentation file for why this is its own 1905/* See the spells documentation file for why this is its own
2056 { 1965 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1967 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1968 tmp->glow_radius = MAX_LIGHT_RADII;
2060 } 1969 }
2061 tmp->x = x; 1970
2062 tmp->y = y; 1971 m->insert (tmp, x, y, op);
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1; 1972 return 1;
2065} 1973}
2066 1974
2067 1975
2068 1976
2176 if (disease->stats.sp) 2084 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod; 2085 disease->stats.sp -= dam_mod;
2178 2086
2179 if (infect_object (walk, disease, 1)) 2087 if (infect_object (walk, disease, 1))
2180 { 2088 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184 2090
2185 disease->destroy (); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1; 2093 return 1;
2192 } 2094 }
2193 2095
2194 disease->destroy (); 2096 disease->destroy ();
2195 } 2097 }
2196 } /* if living creature */ 2098 } /* if living creature */
2197 } /* for range of spaces */ 2099 } /* for range of spaces */
2100
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2101 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2102 return 1;
2200} 2103}

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