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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.24 by root, Tue Dec 26 08:55:00 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 */
144 145
145 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
151 new_bolt->duration++; 152 new_bolt->duration++;
152 new_bolt->x = sx;
153 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 156 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face (new_bolt); 158 update_turn_face (new_bolt);
160} 159}
161 160
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
164 */ 163 */
165 164
166void 165void
167move_bolt (object *op) 166move_bolt (object *op)
168{ 167{
169 object *tmp;
170 int mflags; 168 int mflags;
171 sint16 x, y; 169 sint16 x, y;
172 maptile *m; 170 maptile *m;
173 171
174 if (--(op->duration) < 0) 172 if (--op->duration < 0)
175 { 173 {
176 op->destroy (); 174 op->destroy ();
177 return; 175 return;
178 } 176 }
179 177
181 179
182 if (!op->direction) 180 if (!op->direction)
183 return; 181 return;
184 182
185 if (--op->range < 0) 183 if (--op->range < 0)
186 {
187 op->range = 0; 184 op->range = 0;
188 }
189 else 185 else
190 { 186 {
191 x = op->x + DIRX (op); 187 x = op->x + DIRX (op);
192 y = op->y + DIRY (op); 188 y = op->y + DIRY (op);
193 m = op->map; 189 m = op->map;
201 * 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
202 * will be useful. 198 * will be useful.
203 */ 199 */
204 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)))
205 { 201 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return; 203 return;
209 204
210 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
241 else if (left) 236 else if (left)
242 op->direction = absdir (op->direction + 2); 237 op->direction = absdir (op->direction + 2);
243 else if (right) 238 else if (right)
244 op->direction = absdir (op->direction - 2); 239 op->direction = absdir (op->direction - 2);
245 } 240 }
241
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return; 243 return;
248 } 244 }
249 else 245 else
250 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
251 tmp = op->clone (); 247 object *tmp = op->clone ();
252 248
249 m->insert (tmp, x, y, op);
253 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1f;
254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
256 /* 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 */
257 tmp->duration++; 252 tmp->duration++;
258 253
259 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
260 * going off in other directions. 255 * going off in other directions.
261 */ 256 */
262
263 if (rndm (0, 99) < tmp->stats.Dex) 257 if (rndm (0, 99) < tmp->stats.Dex)
264 { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
265 forklightning (op, tmp); 259 forklightning (op, tmp);
266 } 260 }
261
267 /* 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
268 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
269 */ 264 */
270 op->range = 0; 265 op->range = 0;
271 } /* copy object and move it along */ 266 } /* copy object and move it along */
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)
610 op->destroy (); 589 op->destroy ();
611 590
612 return; 591 return;
613 } 592 }
614 593
615 op->remove (); 594 if (!(op = m->insert (op, new_x, new_y, op)))
616 op->x = new_x;
617 op->y = new_y;
618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
619 return; 595 return;
620 596
621 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
622 { 598 {
623 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
624 update_turn_face (op); 600 update_turn_face (op);
625 } 601 }
626 else 602 else
627 check_bullet (op); 603 check_bullet (op);
628} 604}
629
630
631
632 605
633/* fire_bullet 606/* fire_bullet
634 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
635 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
636 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
637 * spob->attacktype. 610 * spob->attacktype.
638 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
639 * pointers. 612 * pointers.
640 */ 613 */
641
642int 614int
643fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
644{ 616{
645 object *tmp = NULL; 617 object *tmp = NULL;
646 int mflags; 618 int mflags;
698 tmp->y = op->y; 670 tmp->y = op->y;
699 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
700 tmp->map = op->map; 672 tmp->map = op->map;
701 } 673 }
702 674
703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 675 if ((tmp = tmp->insert_at (tmp, op)))
704 check_bullet (tmp); 676 check_bullet (tmp);
705 677
706 return 1; 678 return 1;
707} 679}
708
709
710
711 680
712/***************************************************************************** 681/*****************************************************************************
713 * 682 *
714 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
715 * 684 *
716 *****************************************************************************/ 685 *****************************************************************************/
717 686
718
719/* 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" */
720void 688void
721cone_drop (object *op) 689cone_drop (object *op)
722{ 690{
723 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
724 692
725 new_ob->x = op->x;
726 new_ob->y = op->y;
727 new_ob->level = op->level; 693 new_ob->level = op->level;
728 new_ob->set_owner (op->owner); 694 new_ob->set_owner (op->owner);
729 695
730 /* preserve skill ownership */ 696 /* preserve skill ownership */
731 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
732 {
733 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
734 }
735 insert_ob_in_map (new_ob, op->map, op, 0);
736 699
700 new_ob->insert_at (op, op);
737} 701}
738 702
739/* 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 */
740 704
741void 705void
803 767
804 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))
805 { 769 {
806 object *tmp = op->clone (); 770 object *tmp = op->clone ();
807 771
808 tmp->x = x;
809 tmp->y = y;
810
811 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
812 773
813 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
814 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
815 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
816 if (tmp->other_arch) 779 if (tmp->other_arch)
817 cone_drop (tmp); 780 cone_drop (tmp);
818 } 781 }
819 } 782 }
820} 783}
853 816
854 /* 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
855 * 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
856 * insert it into is blocked. 819 * insert it into is blocked.
857 */ 820 */
858 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
859 822
860 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
861 { 824 {
862 sint16 x, y, d; 825 sint16 x, y, d;
863 826
899 success = 1; 862 success = 1;
900 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
901 tmp->set_owner (op); 864 tmp->set_owner (op);
902 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
903 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
904 tmp->x = sx;
905 tmp->y = sy;
906 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
907 868
908 /* holy word stuff */ 869 /* holy word stuff */
909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
910 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
944 else 905 else
945 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
946 } 907 }
947 908
948 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
949 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);
950 911
951 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
952 {
953 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);
954 }
955 914
956 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
957 916
958 /* 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
959 * a single space too many times. 918 * a single space too many times.
960 */ 919 */
961 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
971 * 930 *
972 * BOMB related code 931 * BOMB related code
973 * 932 *
974 ****************************************************************************/ 933 ****************************************************************************/
975 934
976
977/* This handles an exploding bomb. 935/* This handles an exploding bomb.
978 * op is the original bomb object. 936 * op is the original bomb object.
979 */ 937 */
980void 938void
981animate_bomb (object *op) 939animate_bomb (object *op)
982{ 940{
983 int i; 941 int i;
984 object *env, *tmp; 942 object *env, *tmp;
985 archetype *at;
986 943
987 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
988 return; 945 return;
989 946
990 env = object_get_env_recursive (op); 947 env = object_get_env_recursive (op);
995 return; 952 return;
996 953
997 if (env->type == PLAYER) 954 if (env->type == PLAYER)
998 esrv_del_item (env->contr, op->count); 955 esrv_del_item (env->contr, op->count);
999 956
1000 op->remove (); 957 if (!(op = op->insert_at (env, op)))
1001 op->x = env->x;
1002 op->y = env->y;
1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1004 return; 958 return;
1005 } 959 }
1006 960
1007 // 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
1008 // 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
1015 969
1016 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1017 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1018 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1019 */ 973 */
1020 at = archetype::find (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1021 if (at)
1022 { 975 {
1023 for (i = 1; i < 9; i++) 976 for (i = 1; i < 9; i++)
1024 { 977 {
1025 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]))
1026 continue; 979 continue;
980
1027 tmp = arch_to_object (at); 981 tmp = arch_to_object (at);
1028 tmp->direction = i; 982 tmp->direction = i;
1029 tmp->range = op->range; 983 tmp->range = op->range;
1030 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1031 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1032 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1033 tmp->set_owner (op); 987 tmp->set_owner (op);
1034 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1035 {
1036 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1037 } 990
1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1039 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1040 tmp->x = op->x + freearr_x[i]; 993
1041 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1042 insert_ob_in_map (tmp, op->map, op, 0);
1043 move_bullet (tmp); 995 move_bullet (tmp);
1044 } 996 }
1045 } 997 }
1046 998
1047 explode_bullet (op); 999 explode_bullet (op);
1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1071 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1072 1024
1073 tmp->set_owner (op); 1025 tmp->set_owner (op);
1074 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1075 tmp->x = dx; 1027
1076 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1077 insert_ob_in_map (tmp, m, op, 0);
1078 return 1; 1029 return 1;
1079} 1030}
1080 1031
1081/**************************************************************************** 1032/****************************************************************************
1082 * 1033 *
1091 * dir is the direction to look in. 1042 * dir is the direction to look in.
1092 * range is how far out to look. 1043 * range is how far out to look.
1093 * 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.
1094 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1095 */ 1046 */
1096
1097object * 1047object *
1098get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1099{ 1049{
1100 object *target; 1050 object *target;
1101 sint16 x, y; 1051 sint16 x, y;
1120 return NULL; 1070 return NULL;
1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL; 1072 return NULL;
1123 1073
1124 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1125 {
1126 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)
1127 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1130 return target; 1077 return target;
1131 }
1132 }
1133 }
1134 } 1078 }
1079
1135 return NULL; 1080 return NULL;
1136} 1081}
1137
1138 1082
1139/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1140 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1141 * usual params - 1085 * usual params -
1142 * op = player 1086 * op = player
1225 1169
1226 effect->set_owner (op); 1170 effect->set_owner (op);
1227 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1228 1172
1229 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1230 effect->x = target->x; 1174 effect->insert_at (target, op);
1231 effect->y = target->y;
1232 insert_ob_in_map (effect, target->map, op, 0);
1233 1175
1234 return 1; 1176 return 1;
1235} 1177}
1236 1178
1237 1179
1292 { 1234 {
1293 op->destroy (); 1235 op->destroy ();
1294 return; 1236 return;
1295 } 1237 }
1296 1238
1297 op->x = new_x;
1298 op->y = new_y;
1299 op->map = m;
1300 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1239 i = spell_find_dir (m, new_x, new_y, op->owner);
1301 if (i > 0 && i != op->direction) 1240 if (i > 0 && i != op->direction)
1302 { 1241 {
1303 op->direction = i; 1242 op->direction = i;
1304 SET_ANIMATION (op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1305 } 1244 }
1306 1245
1307 insert_ob_in_map (op, op->map, op, 0); 1246 m->insert (op, new_x, new_y, op);
1308} 1247}
1309 1248
1310/**************************************************************************** 1249/****************************************************************************
1311 * Destruction 1250 * Destruction
1312 ****************************************************************************/ 1251 ****************************************************************************/
1348 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);
1349 return 0; 1288 return 0;
1350 } 1289 }
1351 return 1; 1290 return 1;
1352} 1291}
1353
1354
1355
1356 1292
1357int 1293int
1358cast_destruction (object *op, object *caster, object *spell_ob) 1294cast_destruction (object *op, object *caster, object *spell_ob)
1359{ 1295{
1360 int i, j, range, mflags, friendly = 0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1381 else if (caster->skill) 1317 else if (caster->skill)
1382 op->skill = caster->skill; 1318 op->skill = caster->skill;
1383 else 1319 else
1384 op->skill = NULL; 1320 op->skill = NULL;
1385 1321
1386 change_skill (op, find_skill_by_name (op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1387 1323
1388 for (i = -range; i < range; i++) 1324 for (i = -range; i < range; i++)
1389 { 1325 {
1390 for (j = -range; j < range; j++) 1326 for (j = -range; j < range; j++)
1391 { 1327 {
1392 m = op->map; 1328 m = op->map;
1393 sx = op->x + i; 1329 sx = op->x + i;
1394 sy = op->y + j; 1330 sy = op->y + j;
1331
1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1396 if (mflags & P_OUT_OF_MAP) 1333 if (mflags & P_OUT_OF_MAP)
1397 continue; 1334 continue;
1335
1398 if (mflags & P_IS_ALIVE) 1336 if (mflags & P_IS_ALIVE)
1399 { 1337 {
1400 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)
1401 {
1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1403 break; 1340 break;
1404 } 1341
1405 if (tmp) 1342 if (tmp)
1406 { 1343 {
1407 if (tmp->head) 1344 if (tmp->head)
1408 tmp = tmp->head; 1345 tmp = tmp->head;
1409 1346
1412 { 1349 {
1413 if (spell_ob->subtype == SP_DESTRUCTION) 1350 if (spell_ob->subtype == SP_DESTRUCTION)
1414 { 1351 {
1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1416 if (spell_ob->other_arch) 1353 if (spell_ob->other_arch)
1417 {
1418 tmp = arch_to_object (spell_ob->other_arch); 1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1419 tmp->x = sx;
1420 tmp->y = sy;
1421 insert_ob_in_map (tmp, m, op, 0);
1422 }
1423 } 1355 }
1424 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)
1425 { 1357 {
1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1428 object *effect = arch_to_object (spell_ob->other_arch); 1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1429
1430 effect->x = sx;
1431 effect->y = sy;
1432 insert_ob_in_map (effect, m, op, 0);
1433 }
1434 } 1360 }
1435 } 1361 }
1436 } 1362 }
1437 } 1363 }
1438 } 1364 }
1439 } 1365 }
1366
1440 op->skill = skill; 1367 op->skill = skill;
1441 return 1; 1368 return 1;
1442} 1369}
1443 1370
1444/*************************************************************************** 1371/***************************************************************************
1504 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.");
1505 } 1432 }
1506 return 1; 1433 return 1;
1507 } 1434 }
1508 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;
1509 force->speed = 1.0; 1436 force->speed = 1.f;
1510 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1511 SET_FLAG (force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1512 1439
1513 if (god) 1440 if (god)
1514 { 1441 {
1515 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1532 insert_ob_in_ob (force, tmp); 1459 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1460 tmp->update_stats ();
1534 return 1; 1461 return 1;
1535 1462
1536} 1463}
1537
1538 1464
1539/********************************************************************** 1465/**********************************************************************
1540 * mood change 1466 * mood change
1541 * 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
1542 * effects monsters, it seems best to put it into this file 1468 * effects monsters, it seems best to put it into this file
1572 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1498 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1573 race = god->race; 1499 race = god->race;
1574 else 1500 else
1575 race = spell->race; 1501 race = spell->race;
1576 1502
1577
1578 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1579 for (y = op->y - range; y <= op->y + range; y++) 1504 for (y = op->y - range; y <= op->y + range; y++)
1580 { 1505 {
1581
1582 done_one = 0; 1506 done_one = 0;
1583 m = op->map; 1507 m = op->map;
1584 nx = x; 1508 nx = x;
1585 ny = y; 1509 ny = y;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 1513
1590 /* 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 */
1591 if (!(mflags & P_IS_ALIVE)) 1515 if (!(mflags & P_IS_ALIVE))
1592 continue; 1516 continue;
1593 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
1594 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)
1595 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1596 break; 1525 break;
1597 1526
1598 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1599 if (!tmp || tmp->type == PLAYER) 1528 if (!tmp || tmp->type == PLAYER)
1606 head = tmp; 1535 head = tmp;
1607 1536
1608 /* 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 */
1609 if (race && head->race && !strstr (race, head->race)) 1538 if (race && head->race && !strstr (race, head->race))
1610 continue; 1539 continue;
1540
1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue; 1542 continue;
1613 1543
1614 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1615 best_at = -1; 1545 best_at = -1;
1632 at -= level / 5; 1562 at -= level / 5;
1633 if (did_make_save (head, head->level, at)) 1563 if (did_make_save (head, head->level, at))
1634 continue; 1564 continue;
1635 } 1565 }
1636 else /* spell->attacktype */ 1566 else /* spell->attacktype */
1637 /*
1638 Spell has no attacktype (charm & such), so we'll have a specific saving:
1639 * if spell level < monster level, no go
1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1641
1642 The chance will then be in the range [20-70] percent, not too bad.
1643
1644 This is required to fix the 'charm monster' abuse, where a player level 1 can
1645 charm a level 125 monster...
1646
1647 Ryo, august 14th
1648 */
1649 { 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 */
1650 if (head->level > level) 1580 if (head->level > level)
1651 continue; 1581 continue;
1582
1652 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))))
1653 /* Failed, no effect */ 1584 /* Failed, no effect */
1654 continue; 1585 continue;
1655 } 1586 }
1656 1587
1657 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1658 1589
1659 /* aggravation */ 1590 /* aggravation */
1660 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 { 1592 {
1662 CLEAR_FLAG (head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1664 remove_friendly_object (head); 1594 remove_friendly_object (head);
1665
1666 done_one = 1; 1595 done_one = 1;
1667 head->enemy = op; 1596 head->enemy = op;
1668 } 1597 }
1669 1598
1670 /* calm monsters */ 1599 /* calm monsters */
1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 { 1609 {
1681 SET_FLAG (head, FLAG_BERSERK); 1610 SET_FLAG (head, FLAG_BERSERK);
1682 done_one = 1; 1611 done_one = 1;
1683 } 1612 }
1613
1684 /* charm */ 1614 /* charm */
1685 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))
1686 { 1616 {
1687 SET_FLAG (head, FLAG_FRIENDLY);
1688 /* Prevent uncontolled outbreaks of self replicating monsters. 1617 /* Prevent uncontolled outbreaks of self replicating monsters.
1689 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.
1690 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. */
1691 CLEAR_FLAG (head, FLAG_GENERATOR); 1620 CLEAR_FLAG (head, FLAG_GENERATOR);
1692 head->set_owner (op); 1621 head->set_owner (op);
1698 head->stats.exp = 0; 1627 head->stats.exp = 0;
1699 } 1628 }
1700 1629
1701 /* If a monster was effected, put an effect in */ 1630 /* If a monster was effected, put an effect in */
1702 if (done_one && spell->other_arch) 1631 if (done_one && spell->other_arch)
1703 {
1704 tmp = arch_to_object (spell->other_arch); 1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1705 tmp->x = nx;
1706 tmp->y = ny;
1707 insert_ob_in_map (tmp, m, op, 0);
1708 }
1709 } /* for y */ 1633 } /* for y */
1710 1634
1711 return 1; 1635 return 1;
1712} 1636}
1713 1637
1764 nx = op->x; 1688 nx = op->x;
1765 ny = op->y; 1689 ny = op->y;
1766 m = op->map; 1690 m = op->map;
1767 } 1691 }
1768 1692
1769 op->remove (); 1693 m->insert (op, nx, ny, op);
1770 op->y = ny;
1771 op->x = nx;
1772 insert_ob_in_map (op, m, op, 0);
1773 1694
1774 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
1775 surrounding squares */ 1696 surrounding squares */
1776 1697
1777 /* loop over current square and neighbors to hit. 1698 /* loop over current square and neighbors to hit.
1778 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1779 * the surround spaces. 1700 * the surround spaces.
1780 */ 1701 */
1781 for (j = 0; j < 9; j++) 1702 for (j = 0; j < 9; j++)
1782 { 1703 {
1783 object *new_ob;
1784
1785 hx = nx + freearr_x[j]; 1704 hx = nx + freearr_x[j];
1786 hy = ny + freearr_y[j]; 1705 hy = ny + freearr_y[j];
1787 1706
1788 m = op->map; 1707 m = op->map;
1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1803 1722
1804 } 1723 }
1805 1724
1806 /* insert the other arch */ 1725 /* insert the other arch */
1807 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))))
1808 { 1727 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1809 new_ob = arch_to_object (op->other_arch);
1810 new_ob->x = hx;
1811 new_ob->y = hy;
1812 insert_ob_in_map (new_ob, m, op, 0);
1813 }
1814 } 1728 }
1815 1729
1816 /* restore to the center location and damage */ 1730 /* restore to the center location and damage */
1817 op->stats.dam = dam_save; 1731 op->stats.dam = dam_save;
1818 1732
1821 if (i >= 0) 1735 if (i >= 0)
1822 { /* we have a preferred direction! */ 1736 { /* we have a preferred direction! */
1823 /* pick another direction if the preferred dir is blocked. */ 1737 /* pick another direction if the preferred dir is blocked. */
1824 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 ||
1825 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)))
1826 {
1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1828 } 1741
1829 op->direction = i; 1742 op->direction = i;
1830 } 1743 }
1831} 1744}
1832 1745
1833 1746
1871#if 0 1784#if 0
1872 // this is bogus: it causes wrong places to be checked below 1785 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and 1786 // (a wall 2 cells away will block the effect...) and
1874 // 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
1875 // space. 1788 // space.
1876 // should be fixed later, but correctness before featurs... 1789 // should be fixed later, but correctness before features...
1877 // (schmorp) 1790 // (schmorp)
1878 1791
1879 /* new offset calculation to make swarm element distribution 1792 /* new offset calculation to make swarm element distribution
1880 * more uniform 1793 * more uniform
1881 */ 1794 */
1963 1876
1964 if (!spell->other_arch) 1877 if (!spell->other_arch)
1965 return 0; 1878 return 0;
1966 1879
1967 tmp = get_archetype (SWARM_SPELL); 1880 tmp = get_archetype (SWARM_SPELL);
1968 tmp->x = op->x;
1969 tmp->y = op->y;
1970 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. */
1971 set_spell_skill (op, caster, spell, tmp); 1882 set_spell_skill (op, caster, spell, tmp);
1972 1883
1973 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. */
1974 tmp->spell = arch_to_object (spell->other_arch); 1885 tmp->spell = arch_to_object (spell->other_arch);
1975 1886
1976 tmp->attacktype = tmp->spell->attacktype; 1887 tmp->attacktype = tmp->spell->attacktype;
1977 1888
1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1980 if (!tailor_god_spell (tmp, op)) 1890 if (!tailor_god_spell (tmp, op))
1981 return 1; 1891 return 1;
1982 } 1892
1983 tmp->duration = SP_level_duration_adjust (caster, spell); 1893 tmp->duration = SP_level_duration_adjust (caster, spell);
1984 for (i = 0; i < spell->duration; i++) 1894 for (i = 0; i < spell->duration; i++)
1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1986 1896
1987 tmp->direction = dir; 1897 tmp->direction = dir;
1988 tmp->invisible = 1; 1898 tmp->invisible = 1;
1989 insert_ob_in_map (tmp, op->map, op, 0); 1899
1900 tmp->insert_at (op, op);
1990 return 1; 1901 return 1;
1991} 1902}
1992 1903
1993 1904
1994/* See the spells documentation file for why this is its own 1905/* See the spells documentation file for why this is its own
2054 { 1965 {
2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2056 if (tmp->glow_radius > MAX_LIGHT_RADII) 1967 if (tmp->glow_radius > MAX_LIGHT_RADII)
2057 tmp->glow_radius = MAX_LIGHT_RADII; 1968 tmp->glow_radius = MAX_LIGHT_RADII;
2058 } 1969 }
2059 tmp->x = x; 1970
2060 tmp->y = y; 1971 m->insert (tmp, x, y, op);
2061 insert_ob_in_map (tmp, m, op, 0);
2062 return 1; 1972 return 1;
2063} 1973}
2064 1974
2065 1975
2066 1976
2174 if (disease->stats.sp) 2084 if (disease->stats.sp)
2175 disease->stats.sp -= dam_mod; 2085 disease->stats.sp -= dam_mod;
2176 2086
2177 if (infect_object (walk, disease, 1)) 2087 if (infect_object (walk, disease, 1))
2178 { 2088 {
2179 object *flash; /* visual effect for inflicting disease */
2180
2181 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);
2182 2090
2183 disease->destroy (); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
2184 flash = get_archetype (ARCH_DETECT_MAGIC); 2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2185 flash->x = x;
2186 flash->y = y;
2187 flash->map = walk->map;
2188 insert_ob_in_map (flash, walk->map, op, 0);
2189 return 1; 2093 return 1;
2190 } 2094 }
2191 2095
2192 disease->destroy (); 2096 disease->destroy ();
2193 } 2097 }
2194 } /* if living creature */ 2098 } /* if living creature */
2195 } /* for range of spaces */ 2099 } /* for range of spaces */
2100
2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2101 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2197 return 1; 2102 return 1;
2198} 2103}

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