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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.18 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.44 by root, Sun Jul 22 14:17:58 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
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* 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) 37 * as flies over and damages them (only used for cones for now)
57 { 55 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 58 }
61 59
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 61 {
64 int num_sections = 1; 62 int num_sections = 1;
65 63
66 /* don't move DM */ 64 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
146 144
147 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
153 new_bolt->duration++; 151 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 155 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
162} 158}
163 159
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
166 */ 162 */
167 163
168void 164void
169move_bolt (object *op) 165move_bolt (object *op)
170{ 166{
171 object *tmp;
172 int mflags; 167 int mflags;
173 sint16 x, y; 168 sint16 x, y;
174 maptile *m; 169 maptile *m;
175 170
176 if (--(op->duration) < 0) 171 if (--op->duration < 0)
177 { 172 {
178 op->destroy (); 173 op->destroy ();
179 return; 174 return;
180 } 175 }
181 176
183 178
184 if (!op->direction) 179 if (!op->direction)
185 return; 180 return;
186 181
187 if (--op->range < 0) 182 if (--op->range < 0)
188 {
189 op->range = 0; 183 op->range = 0;
190 }
191 else 184 else
192 { 185 {
193 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
195 m = op->map; 188 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 196 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 197 * will be useful.
205 */ 198 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 200 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 202 return;
211 203
212 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
243 else if (left) 235 else if (left)
244 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
245 else if (right) 237 else if (right)
246 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
247 } 239 }
240
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 242 return;
250 } 243 }
251 else 244 else
252 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 246 object *tmp = op->clone ();
254 247
248 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 249 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 */ 250 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 251 tmp->duration++;
260 252
261 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 254 * going off in other directions.
263 */ 255 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
267 forklightning (op, tmp); 258 forklightning (op, tmp);
268 } 259 }
260
269 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
271 */ 263 */
272 op->range = 0; 264 op->range = 0;
273 } /* copy object and move it along */ 265 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 273 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
283 * pointers. 275 * pointers.
284 */ 276 */
285
286int 277int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 279{
289 object *tmp = NULL; 280 object *tmp = NULL;
290 int mflags; 281 int mflags;
308 299
309 tmp->direction = dir; 300 tmp->direction = dir;
310 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
311 SET_ANIMATION (tmp, dir); 302 SET_ANIMATION (tmp, dir);
312 303
313 set_owner (tmp, op); 304 tmp->set_owner (op);
314 set_spell_skill (op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
315 306
316 tmp->x = op->x + DIRX (tmp); 307 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 308 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 309 tmp->map = op->map;
319 310
311 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 313 if (mflags & P_OUT_OF_MAP)
322 { 314 {
323 tmp->destroy (); 315 tmp->destroy ();
324 return 0; 316 return 0;
325 } 317 }
318
319 tmp->map = newmap;
326 320
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 322 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 324 {
336 tmp->y = op->y; 330 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 332 tmp->map = op->map;
339 } 333 }
340 334
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 336 move_bolt (tmp);
343 337
344 return 1; 338 return 1;
345} 339}
346
347
348 340
349/*************************************************************************** 341/***************************************************************************
350 * 342 *
351 * BULLET/BALL CODE 343 * BULLET/BALL CODE
352 * 344 *
357 * At least that is what I think this does. 349 * At least that is what I think this does.
358 */ 350 */
359void 351void
360explosion (object *op) 352explosion (object *op)
361{ 353{
362 object *tmp;
363 maptile *m = op->map; 354 maptile *m = op->map;
364 int i; 355 int i;
365 356
366 if (--(op->duration) < 0) 357 if (--op->duration < 0)
367 { 358 {
368 op->destroy (); 359 op->destroy ();
369 return; 360 return;
370 } 361 }
371 362
377 { 368 {
378 sint16 dx, dy; 369 sint16 dx, dy;
379 370
380 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
382 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 375 * out of map, etc.
384 */ 376 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 378 {
387 tmp = op->clone (); 379 object *tmp = op->clone ();
380
388 tmp->state = 0; 381 tmp->state = 0;
389 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
390 tmp->range--; 383 tmp->range--;
391 tmp->value = 0; 384 tmp->value = 0;
392 tmp->x = dx; 385
393 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 387 }
396 } 388 }
397 } 389 }
398} 390}
399
400 391
401/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
403 * explode. 394 * explode.
404 */ 395 */
414 return; 405 return;
415 } 406 }
416 407
417 if (op->env) 408 if (op->env)
418 { 409 {
419 object *env;
420
421 env = object_get_env_recursive (op); 410 object *env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 { 412 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 414 op->destroy ();
426 return; 415 return;
427 } 416 }
428 417
429 op->remove (); 418 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 } 419 }
434 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
435 { 421 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 423 op->destroy ();
455 } 441 }
456 442
457 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
458 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
459 445
460 copy_owner (tmp, op); 446 tmp->set_owner (op);
461 tmp->skill = op->skill; 447 tmp->skill = op->skill;
462 448
463 owner = get_owner (op); 449 owner = op->owner;
464 450
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
466 { 452 {
467 op->destroy (); 453 op->destroy ();
468 return; 454 return;
469 } 455 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 456
474 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 459 {
477 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
481 } 464 }
482 else 465 else
483 { 466 {
484 if (op->attacktype & AT_MAGIC) 467 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 468 tmp->attacktype |= AT_MAGIC;
469
486 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 474 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
499 483
500 /* Prevent recursion */ 484 /* Prevent recursion */
501 op->move_on = 0; 485 op->move_on = 0;
502 486
503 insert_ob_in_map (tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
504 /* remove the firebullet */ 488 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 489 op->destroy ();
508 }
509} 490}
510
511
512 491
513/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
515 */ 494 */
516
517void 495void
518check_bullet (object *op) 496check_bullet (object *op)
519{ 497{
520 object *tmp; 498 object *tmp;
521 int dam, mflags; 499 int dam, mflags;
536 514
537 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
539 return; 517 return;
540 518
541 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 520 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 522 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
553 } 531 }
554 } 532 }
555 } 533 }
556} 534}
557 535
558
559/* Basically, we move 'op' one square, and if it hits something, 536/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 537 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 538 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 539 * fired arches (eg, bolts).
563 */ 540 */
564
565void 541void
566move_bullet (object *op) 542move_bullet (object *op)
567{ 543{
568 sint16 new_x, new_y; 544 sint16 new_x, new_y;
569 int mflags; 545 int mflags;
612 op->destroy (); 588 op->destroy ();
613 589
614 return; 590 return;
615 } 591 }
616 592
617 op->remove (); 593 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; 594 return;
622 595
623 if (reflwall (op->map, op->x, op->y, op)) 596 if (reflwall (op->map, op->x, op->y, op))
624 { 597 {
625 op->direction = absdir (op->direction + 4); 598 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 599 update_turn_face (op);
627 } 600 }
628 else 601 else
629 {
630 check_bullet (op); 602 check_bullet (op);
631 }
632} 603}
633
634
635
636 604
637/* fire_bullet 605/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 606 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 607 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 609 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
643 * pointers. 611 * pointers.
644 */ 612 */
645
646int 613int
647fire_bullet (object *op, object *caster, int dir, object *spob) 614fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 615{
649 object *tmp = NULL; 616 object *tmp = NULL;
650 int mflags; 617 int mflags;
671 638
672 tmp->direction = dir; 639 tmp->direction = dir;
673 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 640 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
674 SET_ANIMATION (tmp, dir); 641 SET_ANIMATION (tmp, dir);
675 642
676 set_owner (tmp, op); 643 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 644 set_spell_skill (op, caster, spob, tmp);
678 645
679 tmp->x = op->x + freearr_x[dir]; 646 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 647 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 648 tmp->map = op->map;
682 649
650 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 652 if (mflags & P_OUT_OF_MAP)
685 { 653 {
686 tmp->destroy (); 654 tmp->destroy ();
687 return 0; 655 return 0;
688 } 656 }
657
658 tmp->map = newmap;
689 659
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 660 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 661 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 663 {
699 tmp->y = op->y; 669 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 670 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 671 tmp->map = op->map;
702 } 672 }
703 673
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 675 check_bullet (tmp);
706 676
707 return 1; 677 return 1;
708} 678}
709
710
711
712 679
713/***************************************************************************** 680/*****************************************************************************
714 * 681 *
715 * CONE RELATED FUNCTIONS 682 * CONE RELATED FUNCTIONS
716 * 683 *
717 *****************************************************************************/ 684 *****************************************************************************/
718 685
719
720/* drops an object based on what is in the cone's "other_arch" */ 686/* drops an object based on what is in the cone's "other_arch" */
721void 687void
722cone_drop (object *op) 688cone_drop (object *op)
723{ 689{
724 object *new_ob = arch_to_object (op->other_arch); 690 object *new_ob = arch_to_object (op->other_arch);
725 691
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 692 new_ob->level = op->level;
729 set_owner (new_ob, op->owner); 693 new_ob->set_owner (op->owner);
730 694
731 /* preserve skill ownership */ 695 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 696 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 697 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 698
699 new_ob->insert_at (op, op);
738} 700}
739 701
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 702/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 703
742void 704void
746 708
747 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 710 if (!op->map)
749 { 711 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 713 op->set_speed (0);
752 update_ob_speed (op);
753 return; 714 return;
754 } 715 }
755 716
756 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
763#if 0 724#if 0
764 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
765 * when their cone dies when they die. 726 * when their cone dies when they die.
766 */ 727 */
767 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
768 if (get_owner (op) == NULL) 729 if (op->owner == NULL)
769 { 730 {
770 op->destroy (); 731 op->destroy ();
771 return; 732 return;
772 } 733 }
773#endif 734#endif
805 766
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 768 {
808 object *tmp = op->clone (); 769 object *tmp = op->clone ();
809 770
810 tmp->x = x;
811 tmp->y = y;
812
813 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
814 772
815 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 775
776 op->map->insert (tmp, x, y, op);
777
818 if (tmp->other_arch) 778 if (tmp->other_arch)
819 cone_drop (tmp); 779 cone_drop (tmp);
820 } 780 }
821 } 781 }
822} 782}
855 815
856 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
857 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
858 * insert it into is blocked. 818 * insert it into is blocked.
859 */ 819 */
860 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
861 821
862 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
863 { 823 {
864 sint16 x, y, d; 824 sint16 x, y, d;
865 825
898 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
899 continue; 859 continue;
900 860
901 success = 1; 861 success = 1;
902 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
903 set_owner (tmp, op); 863 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 865 tmp->level = caster_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
909 867
910 /* holy word stuff */ 868 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
946 else 904 else
947 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
948 } 906 }
949 907
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
952 910
953 if (!tmp->move_on && tmp->stats.dam) 911 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); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 913
958 insert_ob_in_map (tmp, m, op, 0); 914 m->insert (tmp, sx, sy, op);
959 915
960 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 917 * a single space too many times.
962 */ 918 */
963 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
973 * 929 *
974 * BOMB related code 930 * BOMB related code
975 * 931 *
976 ****************************************************************************/ 932 ****************************************************************************/
977 933
978
979/* This handles an exploding bomb. 934/* This handles an exploding bomb.
980 * op is the original bomb object. 935 * op is the original bomb object.
981 */ 936 */
982void 937void
983animate_bomb (object *op) 938animate_bomb (object *op)
984{ 939{
985 int i; 940 int i;
986 object *env, *tmp; 941 object *env, *tmp;
987 archetype *at;
988 942
989 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 944 return;
991 945
992 env = object_get_env_recursive (op); 946 env = object_get_env_recursive (op);
997 return; 951 return;
998 952
999 if (env->type == PLAYER) 953 if (env->type == PLAYER)
1000 esrv_del_item (env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
1001 955
1002 op->remove (); 956 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; 957 return;
1007 } 958 }
1008 959
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 960 // 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 961 // on a safe map. I don't like this special casing, but it seems to be neccessary
1017 968
1018 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 971 * so just set up the appropriate values.
1021 */ 972 */
1022 at = archetype::find (SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 974 {
1025 for (i = 1; i < 9; i++) 975 for (i = 1; i < 9; i++)
1026 { 976 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 978 continue;
979
1029 tmp = arch_to_object (at); 980 tmp = arch_to_object (at);
1030 tmp->direction = i; 981 tmp->direction = i;
1031 tmp->range = op->range; 982 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 984 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1035 copy_owner (tmp, op); 986 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 987 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 988 tmp->skill = op->skill;
1039 } 989
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 991 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 992
1043 tmp->y = op->y + freearr_x[i]; 993 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); 994 move_bullet (tmp);
1046 } 995 }
1047 } 996 }
1048 997
1049 explode_bullet (op); 998 explode_bullet (op);
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
1074 1023
1075 set_owner (tmp, op); 1024 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1026
1078 tmp->y = dy; 1027 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1028 return 1;
1081} 1029}
1082 1030
1083/**************************************************************************** 1031/****************************************************************************
1084 * 1032 *
1093 * dir is the direction to look in. 1041 * dir is the direction to look in.
1094 * range is how far out to look. 1042 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1097 */ 1045 */
1098
1099object * 1046object *
1100get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1101{ 1048{
1102 object *target; 1049 object *target;
1103 sint16 x, y; 1050 sint16 x, y;
1122 return NULL; 1069 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1071 return NULL;
1125 1072
1126 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = get_map_ob (mp, x, y); target; target = target->above) 1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1076 return target;
1133 }
1134 }
1135 }
1136 } 1077 }
1078
1137 return NULL; 1079 return NULL;
1138} 1080}
1139
1140 1081
1141/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1143 * usual params - 1084 * usual params -
1144 * op = player 1085 * op = player
1145 * caster = object casting the spell. 1086 * caster = object casting the spell.
1146 * dir = direction being cast 1087 * dir = direction being cast
1147 * spell = spell object 1088 * spell = spell object
1148 */ 1089 */
1149
1150int 1090int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1092{
1153 object *effect, *target; 1093 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1200 if (effect->attacktype & AT_DEATH) 1140 if (effect->attacktype & AT_DEATH)
1201 { 1141 {
1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1203 1143
1204 /* casting death spells at undead isn't a good thing */ 1144 /* casting death spells at undead isn't a good thing */
1205 if QUERY_FLAG
1206 (target, FLAG_UNDEAD) 1145 if (QUERY_FLAG (target, FLAG_UNDEAD))
1207 { 1146 {
1208 if (random_roll (0, 2, op, PREFER_LOW)) 1147 if (random_roll (0, 2, op, PREFER_LOW))
1209 { 1148 {
1210 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1211 effect->x = op->x; 1150 effect->x = op->x;
1224 { 1163 {
1225 /* how much woe to inflict :) */ 1164 /* how much woe to inflict :) */
1226 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1165 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1227 } 1166 }
1228 1167
1229 set_owner (effect, op); 1168 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1169 set_spell_skill (op, caster, spell, effect);
1231 1170
1232 /* ok, tell it where to be, and insert! */ 1171 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1172 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1173
1237 return 1; 1174 return 1;
1238} 1175}
1239 1176
1240 1177
1258 { 1195 {
1259 op->destroy (); 1196 op->destroy ();
1260 return; 1197 return;
1261 } 1198 }
1262 1199
1263 owner = get_owner (op); 1200 owner = op->owner;
1264#if 0 1201#if 0
1265 /* It'd make things nastier if this wasn't here - spells cast by 1202 /* It'd make things nastier if this wasn't here - spells cast by
1266 * monster that are then killed would continue to survive 1203 * monster that are then killed would continue to survive
1267 */ 1204 */
1268 if (owner == NULL) 1205 if (owner == NULL)
1295 { 1232 {
1296 op->destroy (); 1233 op->destroy ();
1297 return; 1234 return;
1298 } 1235 }
1299 1236
1300 op->x = new_x; 1237 i = spell_find_dir (m, new_x, new_y, op->owner);
1301 op->y = new_y;
1302 op->map = m;
1303 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1304 if (i > 0 && i != op->direction) 1238 if (i > 0 && i != op->direction)
1305 { 1239 {
1306 op->direction = i; 1240 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1241 SET_ANIMATION (op, op->direction);
1308 } 1242 }
1309 1243
1310 insert_ob_in_map (op, op->map, op, 0); 1244 m->insert (op, new_x, new_y, op);
1311} 1245}
1312 1246
1313/**************************************************************************** 1247/****************************************************************************
1314 * Destruction 1248 * Destruction
1315 ****************************************************************************/ 1249 ****************************************************************************/
1318 * we do this by creating a force and inserting it in the 1252 * we do this by creating a force and inserting it in the
1319 * object. if time is 0, the object glows permanently. To truely 1253 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1254 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1255 * give them the capability to have an inventory. b.t.
1322 */ 1256 */
1323
1324int 1257int
1325make_object_glow (object *op, int radius, int time) 1258make_object_glow (object *op, int radius, int time)
1326{ 1259{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1260 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1261 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1262 return 0;
1332 1263
1333 tmp = get_archetype (FORCE_NAME); 1264 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1265 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1266 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1267 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1268 tmp->glow_radius = radius;
1338 if (tmp->glow_radius > MAX_LIGHT_RADII) 1269 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII; 1270 tmp->glow_radius = MAX_LIGHT_RADII;
1340 1271
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1273
1346 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1275 op->glow_radius = tmp->glow_radius;
1348 1276
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1277 return 1;
1355} 1278}
1356
1357
1358
1359 1279
1360int 1280int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1282{
1363 int i, j, range, mflags, friendly = 0, dam, dur; 1283 int i, j, range, mflags, friendly = 0, dam, dur;
1384 else if (caster->skill) 1304 else if (caster->skill)
1385 op->skill = caster->skill; 1305 op->skill = caster->skill;
1386 else 1306 else
1387 op->skill = NULL; 1307 op->skill = NULL;
1388 1308
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1309 op->change_skill (find_skill_by_name (op, op->skill));
1390 1310
1391 for (i = -range; i < range; i++) 1311 for (i = -range; i < range; i++)
1392 { 1312 {
1393 for (j = -range; j < range; j++) 1313 for (j = -range; j < range; j++)
1394 { 1314 {
1395 m = op->map; 1315 m = op->map;
1396 sx = op->x + i; 1316 sx = op->x + i;
1397 sy = op->y + j; 1317 sy = op->y + j;
1318
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1319 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1320 if (mflags & P_OUT_OF_MAP)
1400 continue; 1321 continue;
1322
1401 if (mflags & P_IS_ALIVE) 1323 if (mflags & P_IS_ALIVE)
1402 { 1324 {
1403 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1325 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1326 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1327 break;
1407 } 1328
1408 if (tmp) 1329 if (tmp)
1409 { 1330 {
1410 if (tmp->head) 1331 if (tmp->head)
1411 tmp = tmp->head; 1332 tmp = tmp->head;
1412 1333
1415 { 1336 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1337 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1338 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1339 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1419 if (spell_ob->other_arch) 1340 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1341 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 } 1342 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1343 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 { 1344 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1345 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1346 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 } 1347 }
1438 } 1348 }
1439 } 1349 }
1440 } 1350 }
1441 } 1351 }
1442 } 1352 }
1353
1443 op->skill = skill; 1354 op->skill = skill;
1444 return 1; 1355 return 1;
1445} 1356}
1446 1357
1447/*************************************************************************** 1358/***************************************************************************
1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1508 } 1419 }
1509 return 1; 1420 return 1;
1510 } 1421 }
1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1422 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1512 force->speed = 1.0; 1423 force->speed = 1.f;
1513 force->speed_left = -1.0; 1424 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1425 SET_FLAG (force, FLAG_APPLIED);
1515 1426
1516 if (god) 1427 if (god)
1517 { 1428 {
1518 if (spell_ob->last_grace) 1429 if (spell_ob->last_grace)
1531 force->stats.ac = spell_ob->stats.ac; 1442 force->stats.ac = spell_ob->stats.ac;
1532 force->stats.wc = spell_ob->stats.wc; 1443 force->stats.wc = spell_ob->stats.wc;
1533 1444
1534 change_abil (tmp, force); /* Mostly to display any messages */ 1445 change_abil (tmp, force); /* Mostly to display any messages */
1535 insert_ob_in_ob (force, tmp); 1446 insert_ob_in_ob (force, tmp);
1536 fix_player (tmp); 1447 tmp->update_stats ();
1537 return 1; 1448 return 1;
1538 1449
1539} 1450}
1540
1541 1451
1542/********************************************************************** 1452/**********************************************************************
1543 * mood change 1453 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1454 * 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 1455 * effects monsters, it seems best to put it into this file
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1485 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1486 race = god->race;
1577 else 1487 else
1578 race = spell->race; 1488 race = spell->race;
1579 1489
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1490 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1491 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1492 {
1584
1585 done_one = 0; 1493 done_one = 0;
1586 m = op->map; 1494 m = op->map;
1587 nx = x; 1495 nx = x;
1588 ny = y; 1496 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1497 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1500
1593 /* If there is nothing living on this space, no need to go further */ 1501 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1502 if (!(mflags & P_IS_ALIVE))
1595 continue; 1503 continue;
1596 1504
1505 // players can only affect spaces that they can actually see
1506 if (caster && caster->contr
1507 && caster->contr->visibility_at (m, nx, ny) < 70)
1508 continue;
1509
1597 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1510 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1511 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1512 break;
1600 1513
1601 /* There can be living objects that are not monsters */ 1514 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1515 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1522 head = tmp;
1610 1523
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1524 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1525 if (race && head->race && !strstr (race, head->race))
1613 continue; 1526 continue;
1527
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1528 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1529 continue;
1616 1530
1617 /* Now do a bunch of stuff related to saving throws */ 1531 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1532 best_at = -1;
1635 at -= level / 5; 1549 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1550 if (did_make_save (head, head->level, at))
1637 continue; 1551 continue;
1638 } 1552 }
1639 else /* spell->attacktype */ 1553 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 { 1554 {
1555 /*
1556 Spell has no attacktype (charm & such), so we'll have a specific saving:
1557 * if spell level < monster level, no go
1558 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1559
1560 The chance will then be in the range [20-70] percent, not too bad.
1561
1562 This is required to fix the 'charm monster' abuse, where a player level 1 can
1563 charm a level 125 monster...
1564
1565 Ryo, august 14th
1566 */
1653 if (head->level > level) 1567 if (head->level > level)
1654 continue; 1568 continue;
1569
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1570 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1571 /* Failed, no effect */
1657 continue; 1572 continue;
1658 } 1573 }
1659 1574
1660 /* Done with saving throw. Now start effecting the monster */ 1575 /* Done with saving throw. Now start affecting the monster */
1661 1576
1662 /* aggravation */ 1577 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1578 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1579 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1580 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1581 remove_friendly_object (head);
1668
1669 done_one = 1; 1582 done_one = 1;
1670 head->enemy = op; 1583 head->enemy = op;
1671 } 1584 }
1672 1585
1673 /* calm monsters */ 1586 /* calm monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1595 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1596 {
1684 SET_FLAG (head, FLAG_BERSERK); 1597 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1598 done_one = 1;
1686 } 1599 }
1600
1687 /* charm */ 1601 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1602 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1603 {
1690 SET_FLAG (head, FLAG_FRIENDLY);
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1604 /* Prevent uncontolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile. 1605 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. */ 1606 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1607 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 set_owner (head, op); 1608 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1609 set_spell_skill (op, caster, spell, head);
1697 add_friendly_object (head); 1610 add_friendly_object (head);
1698 head->attack_movement = PETMOVE; 1611 head->attack_movement = PETMOVE;
1699 done_one = 1; 1612 done_one = 1;
1700 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1613 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1701 head->stats.exp = 0; 1614 head->stats.exp = 0;
1702 } 1615 }
1703 1616
1704 /* If a monster was effected, put an effect in */ 1617 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1618 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1619 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 */ 1620 } /* for y */
1713 1621
1714 return 1; 1622 return 1;
1715} 1623}
1716 1624
1728 int i, j, dam_save, dir, mflags; 1636 int i, j, dam_save, dir, mflags;
1729 sint16 nx, ny, hx, hy; 1637 sint16 nx, ny, hx, hy;
1730 object *owner; 1638 object *owner;
1731 maptile *m; 1639 maptile *m;
1732 1640
1733 owner = get_owner (op); 1641 owner = op->owner;
1734 1642
1735 /* the following logic makes sure that the ball doesn't move into a wall, 1643 /* the following logic makes sure that the ball doesn't move into a wall,
1736 * and makes sure that it will move along a wall to try and get at it's 1644 * and makes sure that it will move along a wall to try and get at it's
1737 * victim. The block immediately below more or less chooses a random 1645 * victim. The block immediately below more or less chooses a random
1738 * offset to move the ball, eg, keep it mostly on course, with some 1646 * offset to move the ball, eg, keep it mostly on course, with some
1767 nx = op->x; 1675 nx = op->x;
1768 ny = op->y; 1676 ny = op->y;
1769 m = op->map; 1677 m = op->map;
1770 } 1678 }
1771 1679
1772 op->remove (); 1680 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1681
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1682 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1683 surrounding squares */
1779 1684
1780 /* loop over current square and neighbors to hit. 1685 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1686 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1687 * the surround spaces.
1783 */ 1688 */
1784 for (j = 0; j < 9; j++) 1689 for (j = 0; j < 9; j++)
1785 { 1690 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1691 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1692 hy = ny + freearr_y[j];
1790 1693
1791 m = op->map; 1694 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1695 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806 1709
1807 } 1710 }
1808 1711
1809 /* insert the other arch */ 1712 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1713 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 { 1714 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 } 1715 }
1818 1716
1819 /* restore to the center location and damage */ 1717 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1718 op->stats.dam = dam_save;
1821 1719
1822 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1720 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1823 1721
1824 if (i >= 0) 1722 if (i >= 0)
1825 { /* we have a preferred direction! */ 1723 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1724 /* 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 || 1725 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))) 1726 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1727 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1728
1832 op->direction = i; 1729 op->direction = i;
1833 } 1730 }
1834} 1731}
1835 1732
1836 1733
1853 maptile *m; 1750 maptile *m;
1854#endif 1751#endif
1855 int basedir; 1752 int basedir;
1856 object *owner; 1753 object *owner;
1857 1754
1858 owner = get_owner (op); 1755 owner = op->owner;
1859 if (op->duration == 0 || owner == NULL) 1756 if (op->duration == 0 || owner == NULL)
1860 { 1757 {
1861 op->destroy (); 1758 op->destroy ();
1862 return; 1759 return;
1863 } 1760 }
1874#if 0 1771#if 0
1875 // this is bogus: it causes wrong places to be checked below 1772 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1773 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1774 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space. 1775 // space.
1879 // should be fixed later, but correctness before featurs... 1776 // should be fixed later, but correctness before features...
1880 // (schmorp) 1777 // (schmorp)
1881 1778
1882 /* new offset calculation to make swarm element distribution 1779 /* new offset calculation to make swarm element distribution
1883 * more uniform 1780 * more uniform
1884 */ 1781 */
1966 1863
1967 if (!spell->other_arch) 1864 if (!spell->other_arch)
1968 return 0; 1865 return 0;
1969 1866
1970 tmp = get_archetype (SWARM_SPELL); 1867 tmp = get_archetype (SWARM_SPELL);
1971 tmp->x = op->x;
1972 tmp->y = op->y;
1973 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ 1868 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1869 set_spell_skill (op, caster, spell, tmp);
1975 1870
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1871 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1872 tmp->spell = arch_to_object (spell->other_arch);
1978 1873
1979 tmp->attacktype = tmp->spell->attacktype; 1874 tmp->attacktype = tmp->spell->attacktype;
1980 1875
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1876 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1877 if (!tailor_god_spell (tmp, op))
1984 return 1; 1878 return 1;
1985 } 1879
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1880 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1881 for (i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1882 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1883
1990 tmp->direction = dir; 1884 tmp->direction = dir;
1991 tmp->invisible = 1; 1885 tmp->invisible = 1;
1992 insert_ob_in_map (tmp, op->map, op, 0); 1886
1887 tmp->insert_at (op, op);
1993 return 1; 1888 return 1;
1994} 1889}
1995 1890
1996 1891
1997/* See the spells documentation file for why this is its own 1892/* See the spells documentation file for why this is its own
2025 return 0; 1920 return 0;
2026 } 1921 }
2027 1922
2028 if (mflags & P_IS_ALIVE && spell->attacktype) 1923 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 { 1924 {
2030 for (target = get_map_ob (m, x, y); target; target = target->above) 1925 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2031 if (QUERY_FLAG (target, FLAG_MONSTER)) 1926 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 { 1927 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */ 1928 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head) 1929 if (target->head)
2035 target = target->head; 1930 target = target->head;
2057 { 1952 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1953 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1954 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1955 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1956 }
2062 tmp->x = x; 1957
2063 tmp->y = y; 1958 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1959 return 1;
2066} 1960}
2067 1961
2068 1962
2069 1963
2117 2011
2118 /* Only bother looking on this space if there is something living here */ 2012 /* Only bother looking on this space if there is something living here */
2119 if (mflags & P_IS_ALIVE) 2013 if (mflags & P_IS_ALIVE)
2120 { 2014 {
2121 /* search this square for a victim */ 2015 /* search this square for a victim */
2122 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2016 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2123 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2017 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2124 { /* found a victim */ 2018 { /* found a victim */
2125 object *disease = arch_to_object (spell->other_arch); 2019 object *disease = arch_to_object (spell->other_arch);
2126 2020
2127 set_owner (disease, op); 2021 disease->set_owner (op);
2128 set_spell_skill (op, caster, spell, disease); 2022 set_spell_skill (op, caster, spell, disease);
2129 disease->stats.exp = 0; 2023 disease->stats.exp = 0;
2130 disease->level = caster_level (caster, spell); 2024 disease->level = caster_level (caster, spell);
2131 2025
2132 /* do level adjustments */ 2026 /* do level adjustments */
2177 if (disease->stats.sp) 2071 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2072 disease->stats.sp -= dam_mod;
2179 2073
2180 if (infect_object (walk, disease, 1)) 2074 if (infect_object (walk, disease, 1))
2181 { 2075 {
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); 2076 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2077
2186 disease->destroy (); /* don't need this one anymore */ 2078 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2079 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; 2080 return 1;
2193 } 2081 }
2194 2082
2195 disease->destroy (); 2083 disease->destroy ();
2196 } 2084 }
2197 } /* if living creature */ 2085 } /* if living creature */
2198 } /* for range of spaces */ 2086 } /* for range of spaces */
2087
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2088 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2089 return 1;
2201} 2090}

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