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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 1.41 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 */
338 tmp->y = op->y; 331 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 332 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 333 tmp->map = op->map;
341 } 334 }
342 335
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 336 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 337 move_bolt (tmp);
345 338
346 return 1; 339 return 1;
347} 340}
348
349
350 341
351/*************************************************************************** 342/***************************************************************************
352 * 343 *
353 * BULLET/BALL CODE 344 * BULLET/BALL CODE
354 * 345 *
359 * At least that is what I think this does. 350 * At least that is what I think this does.
360 */ 351 */
361void 352void
362explosion (object *op) 353explosion (object *op)
363{ 354{
364 object *tmp;
365 maptile *m = op->map; 355 maptile *m = op->map;
366 int i; 356 int i;
367 357
368 if (--(op->duration) < 0) 358 if (--op->duration < 0)
369 { 359 {
370 op->destroy (); 360 op->destroy ();
371 return; 361 return;
372 } 362 }
373 363
379 { 369 {
380 sint16 dx, dy; 370 sint16 dx, dy;
381 371
382 dx = op->x + freearr_x[i]; 372 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 373 dy = op->y + freearr_y[i];
374
384 /* ok_to_put_more already does things like checks for walls, 375 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 376 * out of map, etc.
386 */ 377 */
387 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))
388 { 379 {
389 tmp = op->clone (); 380 object *tmp = op->clone ();
381
390 tmp->state = 0; 382 tmp->state = 0;
391 tmp->speed_left = -0.21; 383 tmp->speed_left = -0.21f;
392 tmp->range--; 384 tmp->range--;
393 tmp->value = 0; 385 tmp->value = 0;
394 tmp->x = dx; 386
395 tmp->y = dy; 387 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 388 }
398 } 389 }
399 } 390 }
400} 391}
401
402 392
403/* Causes an object to explode, eg, a firebullet, 393/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 394 * poison cloud ball, etc. op is the object to
405 * explode. 395 * explode.
406 */ 396 */
416 return; 406 return;
417 } 407 }
418 408
419 if (op->env) 409 if (op->env)
420 { 410 {
421 object *env;
422
423 env = object_get_env_recursive (op); 411 object *env = object_get_env_recursive (op);
424 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))
425 { 413 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 415 op->destroy ();
428 return; 416 return;
429 } 417 }
430 418
431 op->remove (); 419 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 } 420 }
436 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
437 { 422 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 424 op->destroy ();
468 { 453 {
469 op->destroy (); 454 op->destroy ();
470 return; 455 return;
471 } 456 }
472 457
473 tmp->x = op->x;
474 tmp->y = op->y;
475
476 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 460 {
479 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
480 tmp->range = op->range; 462 tmp->range = op->range;
483 } 465 }
484 else 466 else
485 { 467 {
486 if (op->attacktype & AT_MAGIC) 468 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 469 tmp->attacktype |= AT_MAGIC;
470
488 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
492 /* 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 -
500 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
501 484
502 /* Prevent recursion */ 485 /* Prevent recursion */
503 op->move_on = 0; 486 op->move_on = 0;
504 487
505 insert_ob_in_map (tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
506 /* remove the firebullet */ 489 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 490 op->destroy ();
510 }
511} 491}
512
513
514 492
515/* 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
516 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
517 */ 495 */
518
519void 496void
520check_bullet (object *op) 497check_bullet (object *op)
521{ 498{
522 object *tmp; 499 object *tmp;
523 int dam, mflags; 500 int dam, mflags;
538 515
539 /* 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 */
540 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
541 return; 518 return;
542 519
543 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)
544 { 521 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 523 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
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 check_bullet (op); 603 check_bullet (op);
630} 604}
631
632
633
634 605
635/* fire_bullet 606/* fire_bullet
636 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
639 * spob->attacktype. 610 * spob->attacktype.
640 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
641 * pointers. 612 * pointers.
642 */ 613 */
643
644int 614int
645fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
646{ 616{
647 object *tmp = NULL; 617 object *tmp = NULL;
648 int mflags; 618 int mflags;
700 tmp->y = op->y; 670 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 672 tmp->map = op->map;
703 } 673 }
704 674
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 675 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 676 check_bullet (tmp);
707 677
708 return 1; 678 return 1;
709} 679}
710
711
712
713 680
714/***************************************************************************** 681/*****************************************************************************
715 * 682 *
716 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
717 * 684 *
718 *****************************************************************************/ 685 *****************************************************************************/
719 686
720
721/* 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" */
722void 688void
723cone_drop (object *op) 689cone_drop (object *op)
724{ 690{
725 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
726 692
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 693 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 694 new_ob->set_owner (op->owner);
731 695
732 /* preserve skill ownership */ 696 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 699
700 new_ob->insert_at (op, op);
739} 701}
740 702
741/* 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 */
742 704
743void 705void
747 709
748 /* 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 */
749 if (!op->map) 711 if (!op->map)
750 { 712 {
751 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");
752 op->speed = 0; 714 op->set_speed (0);
753 update_ob_speed (op);
754 return; 715 return;
755 } 716 }
756 717
757 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
806 767
807 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))
808 { 769 {
809 object *tmp = op->clone (); 770 object *tmp = op->clone ();
810 771
811 tmp->x = x;
812 tmp->y = y;
813
814 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
815 773
816 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
819 if (tmp->other_arch) 779 if (tmp->other_arch)
820 cone_drop (tmp); 780 cone_drop (tmp);
821 } 781 }
822 } 782 }
823} 783}
856 816
857 /* 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
858 * 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
859 * insert it into is blocked. 819 * insert it into is blocked.
860 */ 820 */
861 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
862 822
863 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
864 { 824 {
865 sint16 x, y, d; 825 sint16 x, y, d;
866 826
902 success = 1; 862 success = 1;
903 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 864 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
910 868
911 /* holy word stuff */ 869 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
947 else 905 else
948 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
949 } 907 }
950 908
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
952 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);
953 911
954 if (!tmp->move_on && tmp->stats.dam) 912 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); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
957 }
958 914
959 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
960 916
961 /* 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
962 * a single space too many times. 918 * a single space too many times.
963 */ 919 */
964 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
974 * 930 *
975 * BOMB related code 931 * BOMB related code
976 * 932 *
977 ****************************************************************************/ 933 ****************************************************************************/
978 934
979
980/* This handles an exploding bomb. 935/* This handles an exploding bomb.
981 * op is the original bomb object. 936 * op is the original bomb object.
982 */ 937 */
983void 938void
984animate_bomb (object *op) 939animate_bomb (object *op)
985{ 940{
986 int i; 941 int i;
987 object *env, *tmp; 942 object *env, *tmp;
988 archetype *at;
989 943
990 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 945 return;
992 946
993 env = object_get_env_recursive (op); 947 env = object_get_env_recursive (op);
998 return; 952 return;
999 953
1000 if (env->type == PLAYER) 954 if (env->type == PLAYER)
1001 esrv_del_item (env->contr, op->count); 955 esrv_del_item (env->contr, op->count);
1002 956
1003 op->remove (); 957 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; 958 return;
1008 } 959 }
1009 960
1010 // 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
1011 // 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
1018 969
1019 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1022 */ 973 */
1023 at = archetype::find (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 975 {
1026 for (i = 1; i < 9; i++) 976 for (i = 1; i < 9; i++)
1027 { 977 {
1028 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]))
1029 continue; 979 continue;
980
1030 tmp = arch_to_object (at); 981 tmp = arch_to_object (at);
1031 tmp->direction = i; 982 tmp->direction = i;
1032 tmp->range = op->range; 983 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 987 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1040 } 990
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 993
1044 tmp->y = op->y + freearr_x[i]; 994 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); 995 move_bullet (tmp);
1047 } 996 }
1048 } 997 }
1049 998
1050 explode_bullet (op); 999 explode_bullet (op);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1075 1024
1076 tmp->set_owner (op); 1025 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1027
1079 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1029 return 1;
1082} 1030}
1083 1031
1084/**************************************************************************** 1032/****************************************************************************
1085 * 1033 *
1094 * dir is the direction to look in. 1042 * dir is the direction to look in.
1095 * range is how far out to look. 1043 * range is how far out to look.
1096 * 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.
1097 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1098 */ 1046 */
1099
1100object * 1047object *
1101get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1102{ 1049{
1103 object *target; 1050 object *target;
1104 sint16 x, y; 1051 sint16 x, y;
1123 return NULL; 1070 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL; 1072 return NULL;
1126 1073
1127 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1128 {
1129 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)
1130 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target; 1077 return target;
1134 }
1135 }
1136 }
1137 } 1078 }
1079
1138 return NULL; 1080 return NULL;
1139} 1081}
1140
1141 1082
1142/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1143 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1144 * usual params - 1085 * usual params -
1145 * op = player 1086 * op = player
1228 1169
1229 effect->set_owner (op); 1170 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1231 1172
1232 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1174 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1175
1237 return 1; 1176 return 1;
1238} 1177}
1239 1178
1240 1179
1295 { 1234 {
1296 op->destroy (); 1235 op->destroy ();
1297 return; 1236 return;
1298 } 1237 }
1299 1238
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); 1239 i = spell_find_dir (m, new_x, new_y, op->owner);
1304 if (i > 0 && i != op->direction) 1240 if (i > 0 && i != op->direction)
1305 { 1241 {
1306 op->direction = i; 1242 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1308 } 1244 }
1309 1245
1310 insert_ob_in_map (op, op->map, op, 0); 1246 m->insert (op, new_x, new_y, op);
1311} 1247}
1312 1248
1313/**************************************************************************** 1249/****************************************************************************
1314 * Destruction 1250 * Destruction
1315 ****************************************************************************/ 1251 ****************************************************************************/
1351 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);
1352 return 0; 1288 return 0;
1353 } 1289 }
1354 return 1; 1290 return 1;
1355} 1291}
1356
1357
1358
1359 1292
1360int 1293int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1294cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1295{
1363 int i, j, range, mflags, friendly = 0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1384 else if (caster->skill) 1317 else if (caster->skill)
1385 op->skill = caster->skill; 1318 op->skill = caster->skill;
1386 else 1319 else
1387 op->skill = NULL; 1320 op->skill = NULL;
1388 1321
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1390 1323
1391 for (i = -range; i < range; i++) 1324 for (i = -range; i < range; i++)
1392 { 1325 {
1393 for (j = -range; j < range; j++) 1326 for (j = -range; j < range; j++)
1394 { 1327 {
1395 m = op->map; 1328 m = op->map;
1396 sx = op->x + i; 1329 sx = op->x + i;
1397 sy = op->y + j; 1330 sy = op->y + j;
1331
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1333 if (mflags & P_OUT_OF_MAP)
1400 continue; 1334 continue;
1335
1401 if (mflags & P_IS_ALIVE) 1336 if (mflags & P_IS_ALIVE)
1402 { 1337 {
1403 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)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1340 break;
1407 } 1341
1408 if (tmp) 1342 if (tmp)
1409 { 1343 {
1410 if (tmp->head) 1344 if (tmp->head)
1411 tmp = tmp->head; 1345 tmp = tmp->head;
1412 1346
1415 { 1349 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1350 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1351 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1419 if (spell_ob->other_arch) 1353 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1354 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 } 1355 }
1427 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)
1428 { 1357 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1359 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 } 1360 }
1438 } 1361 }
1439 } 1362 }
1440 } 1363 }
1441 } 1364 }
1442 } 1365 }
1366
1443 op->skill = skill; 1367 op->skill = skill;
1444 return 1; 1368 return 1;
1445} 1369}
1446 1370
1447/*************************************************************************** 1371/***************************************************************************
1507 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.");
1508 } 1432 }
1509 return 1; 1433 return 1;
1510 } 1434 }
1511 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;
1512 force->speed = 1.0; 1436 force->speed = 1.f;
1513 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1515 1439
1516 if (god) 1440 if (god)
1517 { 1441 {
1518 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1535 insert_ob_in_ob (force, tmp); 1459 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1460 tmp->update_stats ();
1537 return 1; 1461 return 1;
1538 1462
1539} 1463}
1540
1541 1464
1542/********************************************************************** 1465/**********************************************************************
1543 * mood change 1466 * mood change
1544 * 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
1545 * effects monsters, it seems best to put it into this file 1468 * effects monsters, it seems best to put it into this file
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1498 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1499 race = god->race;
1577 else 1500 else
1578 race = spell->race; 1501 race = spell->race;
1579 1502
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1504 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1505 {
1584
1585 done_one = 0; 1506 done_one = 0;
1586 m = op->map; 1507 m = op->map;
1587 nx = x; 1508 nx = x;
1588 ny = y; 1509 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1513
1593 /* 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 */
1594 if (!(mflags & P_IS_ALIVE)) 1515 if (!(mflags & P_IS_ALIVE))
1595 continue; 1516 continue;
1596 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
1597 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)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1525 break;
1600 1526
1601 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1528 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1535 head = tmp;
1610 1536
1611 /* 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 */
1612 if (race && head->race && !strstr (race, head->race)) 1538 if (race && head->race && !strstr (race, head->race))
1613 continue; 1539 continue;
1540
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1542 continue;
1616 1543
1617 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1545 best_at = -1;
1635 at -= level / 5; 1562 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1563 if (did_make_save (head, head->level, at))
1637 continue; 1564 continue;
1638 } 1565 }
1639 else /* spell->attacktype */ 1566 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 { 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 */
1653 if (head->level > level) 1580 if (head->level > level)
1654 continue; 1581 continue;
1582
1655 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))))
1656 /* Failed, no effect */ 1584 /* Failed, no effect */
1657 continue; 1585 continue;
1658 } 1586 }
1659 1587
1660 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1661 1589
1662 /* aggravation */ 1590 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1592 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1594 remove_friendly_object (head);
1668
1669 done_one = 1; 1595 done_one = 1;
1670 head->enemy = op; 1596 head->enemy = op;
1671 } 1597 }
1672 1598
1673 /* calm monsters */ 1599 /* calm monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1609 {
1684 SET_FLAG (head, FLAG_BERSERK); 1610 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1611 done_one = 1;
1686 } 1612 }
1613
1687 /* charm */ 1614 /* charm */
1688 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))
1689 { 1616 {
1690 SET_FLAG (head, FLAG_FRIENDLY);
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1617 /* Prevent uncontolled outbreaks of self replicating monsters.
1692 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.
1693 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. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1620 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1621 head->set_owner (op);
1701 head->stats.exp = 0; 1627 head->stats.exp = 0;
1702 } 1628 }
1703 1629
1704 /* If a monster was effected, put an effect in */ 1630 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1631 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1632 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 */ 1633 } /* for y */
1713 1634
1714 return 1; 1635 return 1;
1715} 1636}
1716 1637
1767 nx = op->x; 1688 nx = op->x;
1768 ny = op->y; 1689 ny = op->y;
1769 m = op->map; 1690 m = op->map;
1770 } 1691 }
1771 1692
1772 op->remove (); 1693 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1694
1777 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
1778 surrounding squares */ 1696 surrounding squares */
1779 1697
1780 /* loop over current square and neighbors to hit. 1698 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1700 * the surround spaces.
1783 */ 1701 */
1784 for (j = 0; j < 9; j++) 1702 for (j = 0; j < 9; j++)
1785 { 1703 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1704 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1705 hy = ny + freearr_y[j];
1790 1706
1791 m = op->map; 1707 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806 1722
1807 } 1723 }
1808 1724
1809 /* insert the other arch */ 1725 /* insert the other arch */
1810 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))))
1811 { 1727 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 } 1728 }
1818 1729
1819 /* restore to the center location and damage */ 1730 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1731 op->stats.dam = dam_save;
1821 1732
1824 if (i >= 0) 1735 if (i >= 0)
1825 { /* we have a preferred direction! */ 1736 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1737 /* 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 || 1738 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))) 1739 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1741
1832 op->direction = i; 1742 op->direction = i;
1833 } 1743 }
1834} 1744}
1835 1745
1836 1746
1874#if 0 1784#if 0
1875 // this is bogus: it causes wrong places to be checked below 1785 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1786 // (a wall 2 cells away will block the effect...) and
1877 // 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
1878 // space. 1788 // space.
1879 // should be fixed later, but correctness before featurs... 1789 // should be fixed later, but correctness before features...
1880 // (schmorp) 1790 // (schmorp)
1881 1791
1882 /* new offset calculation to make swarm element distribution 1792 /* new offset calculation to make swarm element distribution
1883 * more uniform 1793 * more uniform
1884 */ 1794 */
1966 1876
1967 if (!spell->other_arch) 1877 if (!spell->other_arch)
1968 return 0; 1878 return 0;
1969 1879
1970 tmp = get_archetype (SWARM_SPELL); 1880 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. */ 1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1882 set_spell_skill (op, caster, spell, tmp);
1975 1883
1976 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. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1885 tmp->spell = arch_to_object (spell->other_arch);
1978 1886
1979 tmp->attacktype = tmp->spell->attacktype; 1887 tmp->attacktype = tmp->spell->attacktype;
1980 1888
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1890 if (!tailor_god_spell (tmp, op))
1984 return 1; 1891 return 1;
1985 } 1892
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1893 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1894 for (i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1896
1990 tmp->direction = dir; 1897 tmp->direction = dir;
1991 tmp->invisible = 1; 1898 tmp->invisible = 1;
1992 insert_ob_in_map (tmp, op->map, op, 0); 1899
1900 tmp->insert_at (op, op);
1993 return 1; 1901 return 1;
1994} 1902}
1995 1903
1996 1904
1997/* See the spells documentation file for why this is its own 1905/* See the spells documentation file for why this is its own
2057 { 1965 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1967 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1968 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1969 }
2062 tmp->x = x; 1970
2063 tmp->y = y; 1971 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1972 return 1;
2066} 1973}
2067 1974
2068 1975
2069 1976
2177 if (disease->stats.sp) 2084 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2085 disease->stats.sp -= dam_mod;
2179 2086
2180 if (infect_object (walk, disease, 1)) 2087 if (infect_object (walk, disease, 1))
2181 { 2088 {
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); 2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2090
2186 disease->destroy (); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2092 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; 2093 return 1;
2193 } 2094 }
2194 2095
2195 disease->destroy (); 2096 disease->destroy ();
2196 } 2097 }
2197 } /* if living creature */ 2098 } /* if living creature */
2198 } /* for range of spaces */ 2099 } /* for range of spaces */
2100
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2101 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2102 return 1;
2201} 2103}

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