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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.21 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.30 by pippijn, Thu Mar 1 12:28:16 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
28 29
29#include <global.h> 30#include <global.h>
30#include <object.h> 31#include <object.h>
31#include <living.h> 32#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 33#include <sproto.h>
34#endif
35#include <spells.h> 34#include <spells.h>
36#include <sounds.h> 35#include <sounds.h>
37 36
38/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1;
152 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
153 new_bolt->duration++; 152 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 156 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 158 update_turn_face (new_bolt);
162} 159}
163 160
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
166 */ 163 */
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 = -0.1;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 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}
346 341
357 * At least that is what I think this does. 352 * At least that is what I think this does.
358 */ 353 */
359void 354void
360explosion (object *op) 355explosion (object *op)
361{ 356{
362 object *tmp;
363 maptile *m = op->map; 357 maptile *m = op->map;
364 int i; 358 int i;
365 359
366 if (--(op->duration) < 0) 360 if (--op->duration < 0)
367 { 361 {
368 op->destroy (); 362 op->destroy ();
369 return; 363 return;
370 } 364 }
371 365
377 { 371 {
378 sint16 dx, dy; 372 sint16 dx, dy;
379 373
380 dx = op->x + freearr_x[i]; 374 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
382 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 378 * out of map, etc.
384 */ 379 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 381 {
387 tmp = op->clone (); 382 object *tmp = op->clone ();
383
388 tmp->state = 0; 384 tmp->state = 0;
389 tmp->speed_left = -0.21; 385 tmp->speed_left = -0.21;
390 tmp->range--; 386 tmp->range--;
391 tmp->value = 0; 387 tmp->value = 0;
392 tmp->x = dx; 388
393 tmp->y = dy; 389 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 390 }
396 } 391 }
397 } 392 }
398} 393}
399 394
414 return; 409 return;
415 } 410 }
416 411
417 if (op->env) 412 if (op->env)
418 { 413 {
419 object *env;
420
421 env = object_get_env_recursive (op); 414 object *env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 415 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 { 416 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 418 op->destroy ();
426 return; 419 return;
427 } 420 }
428 421
429 op->remove (); 422 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 } 423 }
434 else if (out_of_map (op->map, op->x, op->y)) 424 else if (out_of_map (op->map, op->x, op->y))
435 { 425 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 427 op->destroy ();
466 { 456 {
467 op->destroy (); 457 op->destroy ();
468 return; 458 return;
469 } 459 }
470 460
471 tmp->x = op->x;
472 tmp->y = op->y;
473
474 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 463 {
477 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
478 tmp->range = op->range; 465 tmp->range = op->range;
481 } 468 }
482 else 469 else
483 { 470 {
484 if (op->attacktype & AT_MAGIC) 471 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 472 tmp->attacktype |= AT_MAGIC;
473
486 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
499 487
500 /* Prevent recursion */ 488 /* Prevent recursion */
501 op->move_on = 0; 489 op->move_on = 0;
502 490
503 insert_ob_in_map (tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
504 /* remove the firebullet */ 492 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 493 op->destroy ();
508 }
509} 494}
510
511
512 495
513/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
515 */ 498 */
516
517void 499void
518check_bullet (object *op) 500check_bullet (object *op)
519{ 501{
520 object *tmp; 502 object *tmp;
521 int dam, mflags; 503 int dam, mflags;
553 } 535 }
554 } 536 }
555 } 537 }
556} 538}
557 539
558
559/* Basically, we move 'op' one square, and if it hits something, 540/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 541 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 542 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 543 * fired arches (eg, bolts).
563 */ 544 */
564
565void 545void
566move_bullet (object *op) 546move_bullet (object *op)
567{ 547{
568 sint16 new_x, new_y; 548 sint16 new_x, new_y;
569 int mflags; 549 int mflags;
612 op->destroy (); 592 op->destroy ();
613 593
614 return; 594 return;
615 } 595 }
616 596
617 op->remove (); 597 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; 598 return;
622 599
623 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
624 { 601 {
625 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 603 update_turn_face (op);
627 } 604 }
628 else 605 else
629 {
630 check_bullet (op); 606 check_bullet (op);
631 }
632} 607}
633 608
634 609
635 610
636 611
678 653
679 tmp->x = op->x + freearr_x[dir]; 654 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 655 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 656 tmp->map = op->map;
682 657
658 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 659 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 660 if (mflags & P_OUT_OF_MAP)
685 { 661 {
686 tmp->destroy (); 662 tmp->destroy ();
687 return 0; 663 return 0;
688 } 664 }
665
666 tmp->map = newmap;
689 667
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 668 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 669 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 670 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 671 {
699 tmp->y = op->y; 677 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 678 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 679 tmp->map = op->map;
702 } 680 }
703 681
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 682 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 683 check_bullet (tmp);
706 684
707 return 1; 685 return 1;
708} 686}
709 687
721void 699void
722cone_drop (object *op) 700cone_drop (object *op)
723{ 701{
724 object *new_ob = arch_to_object (op->other_arch); 702 object *new_ob = arch_to_object (op->other_arch);
725 703
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 704 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 705 new_ob->set_owner (op->owner);
730 706
731 /* preserve skill ownership */ 707 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 708 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 709 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 710
711 new_ob->insert_at (op, op);
738} 712}
739 713
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 714/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 715
742void 716void
746 720
747 /* if no map then hit_map will crash so just ignore object */ 721 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 722 if (!op->map)
749 { 723 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 724 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 725 op->set_speed (0);
752 update_ob_speed (op);
753 return; 726 return;
754 } 727 }
755 728
756 /* lava saves it's life, but not yours :) */ 729 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 730 if (QUERY_FLAG (op, FLAG_LIFESAVE))
805 778
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 779 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 780 {
808 object *tmp = op->clone (); 781 object *tmp = op->clone ();
809 782
810 tmp->x = x;
811 tmp->y = y;
812
813 tmp->duration = op->duration + 1; 783 tmp->duration = op->duration + 1;
814 784
815 /* Use for spell tracking - see ok_to_put_more() */ 785 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 786 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 787
788 op->map->insert (tmp, x, y, op);
789
818 if (tmp->other_arch) 790 if (tmp->other_arch)
819 cone_drop (tmp); 791 cone_drop (tmp);
820 } 792 }
821 } 793 }
822} 794}
901 success = 1; 873 success = 1;
902 tmp = arch_to_object (spell->other_arch); 874 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 875 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 876 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 877 tmp->level = caster_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 878 tmp->attacktype = spell->attacktype;
909 879
910 /* holy word stuff */ 880 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 882 if (!tailor_god_spell (tmp, op))
949 919
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 920 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
952 922
953 if (!tmp->move_on && tmp->stats.dam) 923 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); 924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
956 }
957 925
958 insert_ob_in_map (tmp, m, op, 0); 926 m->insert (tmp, sx, sy, op);
959 927
960 /* This is used for tracking spells so that one effect doesn't hit 928 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 929 * a single space too many times.
962 */ 930 */
963 tmp->stats.maxhp = tmp->count; 931 tmp->stats.maxhp = tmp->count;
982void 950void
983animate_bomb (object *op) 951animate_bomb (object *op)
984{ 952{
985 int i; 953 int i;
986 object *env, *tmp; 954 object *env, *tmp;
987 archetype *at;
988 955
989 if (op->state != NUM_ANIMATIONS (op) - 1) 956 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 957 return;
991 958
992 env = object_get_env_recursive (op); 959 env = object_get_env_recursive (op);
997 return; 964 return;
998 965
999 if (env->type == PLAYER) 966 if (env->type == PLAYER)
1000 esrv_del_item (env->contr, op->count); 967 esrv_del_item (env->contr, op->count);
1001 968
1002 op->remove (); 969 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; 970 return;
1007 } 971 }
1008 972
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 973 // 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 974 // on a safe map. I don't like this special casing, but it seems to be neccessary
1017 981
1018 /* This copies a lot of the code from the fire bullet, 982 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 983 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 984 * so just set up the appropriate values.
1021 */ 985 */
1022 at = archetype::find (SPLINT); 986 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 987 {
1025 for (i = 1; i < 9; i++) 988 for (i = 1; i < 9; i++)
1026 { 989 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 990 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 991 continue;
992
1029 tmp = arch_to_object (at); 993 tmp = arch_to_object (at);
1030 tmp->direction = i; 994 tmp->direction = i;
1031 tmp->range = op->range; 995 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 996 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 997 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 998 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 999 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 1000 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 1001 tmp->skill = op->skill;
1039 } 1002
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1003 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 1004 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 1005
1043 tmp->y = op->y + freearr_x[i]; 1006 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); 1007 move_bullet (tmp);
1046 } 1008 }
1047 } 1009 }
1048 1010
1049 explode_bullet (op); 1011 explode_bullet (op);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1034 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1035 tmp->attacktype = spell->attacktype;
1074 1036
1075 tmp->set_owner (op); 1037 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1038 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1039
1078 tmp->y = dy; 1040 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1041 return 1;
1081} 1042}
1082 1043
1083/**************************************************************************** 1044/****************************************************************************
1084 * 1045 *
1227 1188
1228 effect->set_owner (op); 1189 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1230 1191
1231 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1193 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1194
1236 return 1; 1195 return 1;
1237} 1196}
1238 1197
1239 1198
1294 { 1253 {
1295 op->destroy (); 1254 op->destroy ();
1296 return; 1255 return;
1297 } 1256 }
1298 1257
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); 1258 i = spell_find_dir (m, new_x, new_y, op->owner);
1303 if (i > 0 && i != op->direction) 1259 if (i > 0 && i != op->direction)
1304 { 1260 {
1305 op->direction = i; 1261 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1262 SET_ANIMATION (op, op->direction);
1307 } 1263 }
1308 1264
1309 insert_ob_in_map (op, op->map, op, 0); 1265 m->insert (op, new_x, new_y, op);
1310} 1266}
1311 1267
1312/**************************************************************************** 1268/****************************************************************************
1313 * Destruction 1269 * Destruction
1314 ****************************************************************************/ 1270 ****************************************************************************/
1392 for (j = -range; j < range; j++) 1348 for (j = -range; j < range; j++)
1393 { 1349 {
1394 m = op->map; 1350 m = op->map;
1395 sx = op->x + i; 1351 sx = op->x + i;
1396 sy = op->y + j; 1352 sy = op->y + j;
1353
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1354 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP) 1355 if (mflags & P_OUT_OF_MAP)
1399 continue; 1356 continue;
1357
1400 if (mflags & P_IS_ALIVE) 1358 if (mflags & P_IS_ALIVE)
1401 { 1359 {
1402 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break; 1362 break;
1406 } 1363
1407 if (tmp) 1364 if (tmp)
1408 { 1365 {
1409 if (tmp->head) 1366 if (tmp->head)
1410 tmp = tmp->head; 1367 tmp = tmp->head;
1411 1368
1414 { 1371 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1372 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1373 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1418 if (spell_ob->other_arch) 1375 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1376 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 } 1377 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1378 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 { 1379 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1380 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1381 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 } 1382 }
1437 } 1383 }
1438 } 1384 }
1439 } 1385 }
1440 } 1386 }
1441 } 1387 }
1388
1442 op->skill = skill; 1389 op->skill = skill;
1443 return 1; 1390 return 1;
1444} 1391}
1445 1392
1446/*************************************************************************** 1393/***************************************************************************
1530 force->stats.ac = spell_ob->stats.ac; 1477 force->stats.ac = spell_ob->stats.ac;
1531 force->stats.wc = spell_ob->stats.wc; 1478 force->stats.wc = spell_ob->stats.wc;
1532 1479
1533 change_abil (tmp, force); /* Mostly to display any messages */ 1480 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp); 1481 insert_ob_in_ob (force, tmp);
1535 fix_player (tmp); 1482 tmp->update_stats ();
1536 return 1; 1483 return 1;
1537 1484
1538} 1485}
1539
1540 1486
1541/********************************************************************** 1487/**********************************************************************
1542 * mood change 1488 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1489 * 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 1490 * effects monsters, it seems best to put it into this file
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1520 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race; 1521 race = god->race;
1576 else 1522 else
1577 race = spell->race; 1523 race = spell->race;
1578 1524
1579
1580 for (x = op->x - range; x <= op->x + range; x++) 1525 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++) 1526 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1527 {
1583
1584 done_one = 0; 1528 done_one = 0;
1585 m = op->map; 1529 m = op->map;
1586 nx = x; 1530 nx = x;
1587 ny = y; 1531 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1532 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1591 1535
1592 /* If there is nothing living on this space, no need to go further */ 1536 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1537 if (!(mflags & P_IS_ALIVE))
1594 continue; 1538 continue;
1595 1539
1540 // players can only affect spaces that they can actually see
1541 if (caster && caster->contr
1542 && caster->contr->visibility_at (m, nx, ny) < 70)
1543 continue;
1544
1596 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1545 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1546 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break; 1547 break;
1599 1548
1600 /* There can be living objects that are not monsters */ 1549 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1550 if (!tmp || tmp->type == PLAYER)
1608 head = tmp; 1557 head = tmp;
1609 1558
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1559 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1560 if (race && head->race && !strstr (race, head->race))
1612 continue; 1561 continue;
1562
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1563 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1564 continue;
1615 1565
1616 /* Now do a bunch of stuff related to saving throws */ 1566 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1567 best_at = -1;
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1604 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1605 /* Failed, no effect */
1656 continue; 1606 continue;
1657 } 1607 }
1658 1608
1659 /* Done with saving throw. Now start effecting the monster */ 1609 /* Done with saving throw. Now start affecting the monster */
1660 1610
1661 /* aggravation */ 1611 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1612 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1613 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1614 CLEAR_FLAG (head, FLAG_SLEEP);
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1631 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1632 {
1683 SET_FLAG (head, FLAG_BERSERK); 1633 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1634 done_one = 1;
1685 } 1635 }
1636
1686 /* charm */ 1637 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1638 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 { 1639 {
1689 SET_FLAG (head, FLAG_FRIENDLY);
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1640 /* Prevent uncontolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1641 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. */ 1642 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1643 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1644 head->set_owner (op);
1700 head->stats.exp = 0; 1650 head->stats.exp = 0;
1701 } 1651 }
1702 1652
1703 /* If a monster was effected, put an effect in */ 1653 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1654 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch); 1655 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 */ 1656 } /* for y */
1712 1657
1713 return 1; 1658 return 1;
1714} 1659}
1715 1660
1766 nx = op->x; 1711 nx = op->x;
1767 ny = op->y; 1712 ny = op->y;
1768 m = op->map; 1713 m = op->map;
1769 } 1714 }
1770 1715
1771 op->remove (); 1716 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1717
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1718 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1719 surrounding squares */
1778 1720
1779 /* loop over current square and neighbors to hit. 1721 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1722 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1723 * the surround spaces.
1782 */ 1724 */
1783 for (j = 0; j < 9; j++) 1725 for (j = 0; j < 9; j++)
1784 { 1726 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1727 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1728 hy = ny + freearr_y[j];
1789 1729
1790 m = op->map; 1730 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1805 1745
1806 } 1746 }
1807 1747
1808 /* insert the other arch */ 1748 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1750 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 } 1751 }
1817 1752
1818 /* restore to the center location and damage */ 1753 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1754 op->stats.dam = dam_save;
1820 1755
1823 if (i >= 0) 1758 if (i >= 0)
1824 { /* we have a preferred direction! */ 1759 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1760 /* 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 || 1761 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))) 1762 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1763 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1764
1831 op->direction = i; 1765 op->direction = i;
1832 } 1766 }
1833} 1767}
1834 1768
1835 1769
1965 1899
1966 if (!spell->other_arch) 1900 if (!spell->other_arch)
1967 return 0; 1901 return 0;
1968 1902
1969 tmp = get_archetype (SWARM_SPELL); 1903 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. */ 1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1905 set_spell_skill (op, caster, spell, tmp);
1974 1906
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1908 tmp->spell = arch_to_object (spell->other_arch);
1977 1909
1978 tmp->attacktype = tmp->spell->attacktype; 1910 tmp->attacktype = tmp->spell->attacktype;
1979 1911
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1913 if (!tailor_god_spell (tmp, op))
1983 return 1; 1914 return 1;
1984 } 1915
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1916 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1917 for (i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1919
1989 tmp->direction = dir; 1920 tmp->direction = dir;
1990 tmp->invisible = 1; 1921 tmp->invisible = 1;
1991 insert_ob_in_map (tmp, op->map, op, 0); 1922
1923 tmp->insert_at (op, op);
1992 return 1; 1924 return 1;
1993} 1925}
1994 1926
1995 1927
1996/* See the spells documentation file for why this is its own 1928/* See the spells documentation file for why this is its own
2056 { 1988 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1989 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1990 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1991 tmp->glow_radius = MAX_LIGHT_RADII;
2060 } 1992 }
2061 tmp->x = x; 1993
2062 tmp->y = y; 1994 m->insert (tmp, x, y, op);
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1; 1995 return 1;
2065} 1996}
2066 1997
2067 1998
2068 1999
2176 if (disease->stats.sp) 2107 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod; 2108 disease->stats.sp -= dam_mod;
2178 2109
2179 if (infect_object (walk, disease, 1)) 2110 if (infect_object (walk, disease, 1))
2180 { 2111 {
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); 2112 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184 2113
2185 disease->destroy (); /* don't need this one anymore */ 2114 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2115 walk->map->insert (get_archetype (ARCH_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; 2116 return 1;
2192 } 2117 }
2193 2118
2194 disease->destroy (); 2119 disease->destroy ();
2195 } 2120 }
2196 } /* if living creature */ 2121 } /* if living creature */
2197 } /* for range of spaces */ 2122 } /* for range of spaces */
2123
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2124 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2125 return 1;
2200} 2126}

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