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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 1.36 by root, Fri May 18 13:15:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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)
146 145
147 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
153 new_bolt->duration++; 152 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 156 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 158 update_turn_face (new_bolt);
162} 159}
163 160
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
166 */ 163 */
167 164
168void 165void
169move_bolt (object *op) 166move_bolt (object *op)
170{ 167{
171 object *tmp;
172 int mflags; 168 int mflags;
173 sint16 x, y; 169 sint16 x, y;
174 maptile *m; 170 maptile *m;
175 171
176 if (--(op->duration) < 0) 172 if (--op->duration < 0)
177 { 173 {
178 op->destroy (); 174 op->destroy ();
179 return; 175 return;
180 } 176 }
181 177
183 179
184 if (!op->direction) 180 if (!op->direction)
185 return; 181 return;
186 182
187 if (--op->range < 0) 183 if (--op->range < 0)
188 {
189 op->range = 0; 184 op->range = 0;
190 }
191 else 185 else
192 { 186 {
193 x = op->x + DIRX (op); 187 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 188 y = op->y + DIRY (op);
195 m = op->map; 189 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 197 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 198 * will be useful.
205 */ 199 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 201 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 203 return;
211 204
212 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
243 else if (left) 236 else if (left)
244 op->direction = absdir (op->direction + 2); 237 op->direction = absdir (op->direction + 2);
245 else if (right) 238 else if (right)
246 op->direction = absdir (op->direction - 2); 239 op->direction = absdir (op->direction - 2);
247 } 240 }
241
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 243 return;
250 } 244 }
251 else 245 else
252 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 247 object *tmp = op->clone ();
254 248
249 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 252 tmp->duration++;
260 253
261 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 255 * going off in other directions.
263 */ 256 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 257 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
267 forklightning (op, tmp); 259 forklightning (op, tmp);
268 } 260 }
261
269 /* In this way, the object left behind sticks on the space, but 262 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
271 */ 264 */
272 op->range = 0; 265 op->range = 0;
273 } /* copy object and move it along */ 266 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 274 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
283 * pointers. 276 * pointers.
284 */ 277 */
285
286int 278int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 280{
289 object *tmp = NULL; 281 object *tmp = NULL;
290 int mflags; 282 int mflags;
315 307
316 tmp->x = op->x + DIRX (tmp); 308 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 309 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 310 tmp->map = op->map;
319 311
312 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 314 if (mflags & P_OUT_OF_MAP)
322 { 315 {
323 tmp->destroy (); 316 tmp->destroy ();
324 return 0; 317 return 0;
325 } 318 }
319
320 tmp->map = newmap;
326 321
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 323 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 325 {
336 tmp->y = op->y; 331 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 332 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 333 tmp->map = op->map;
339 } 334 }
340 335
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 336 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 337 move_bolt (tmp);
343 338
344 return 1; 339 return 1;
345} 340}
346 341
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 = -0.21f;
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;
536 518
537 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
539 return; 521 return;
540 522
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 524 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 526 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
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
634
635
636 608
637/* fire_bullet 609/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
678 650
679 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 653 tmp->map = op->map;
682 654
655 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
685 { 658 {
686 tmp->destroy (); 659 tmp->destroy ();
687 return 0; 660 return 0;
688 } 661 }
662
663 tmp->map = newmap;
689 664
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 666 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 668 {
699 tmp->y = op->y; 674 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 675 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 676 tmp->map = op->map;
702 } 677 }
703 678
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 679 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 680 check_bullet (tmp);
706 681
707 return 1; 682 return 1;
708} 683}
709
710
711
712 684
713/***************************************************************************** 685/*****************************************************************************
714 * 686 *
715 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
716 * 688 *
717 *****************************************************************************/ 689 *****************************************************************************/
718 690
719
720/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
721void 692void
722cone_drop (object *op) 693cone_drop (object *op)
723{ 694{
724 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
725 696
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 697 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 698 new_ob->set_owner (op->owner);
730 699
731 /* preserve skill ownership */ 700 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 701 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 702 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 703
704 new_ob->insert_at (op, op);
738} 705}
739 706
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 708
742void 709void
746 713
747 /* if no map then hit_map will crash so just ignore object */ 714 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 715 if (!op->map)
749 { 716 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 718 op->set_speed (0);
752 update_ob_speed (op);
753 return; 719 return;
754 } 720 }
755 721
756 /* lava saves it's life, but not yours :) */ 722 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 723 if (QUERY_FLAG (op, FLAG_LIFESAVE))
805 771
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 772 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 773 {
808 object *tmp = op->clone (); 774 object *tmp = op->clone ();
809 775
810 tmp->x = x;
811 tmp->y = y;
812
813 tmp->duration = op->duration + 1; 776 tmp->duration = op->duration + 1;
814 777
815 /* Use for spell tracking - see ok_to_put_more() */ 778 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 779 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 780
781 op->map->insert (tmp, x, y, op);
782
818 if (tmp->other_arch) 783 if (tmp->other_arch)
819 cone_drop (tmp); 784 cone_drop (tmp);
820 } 785 }
821 } 786 }
822} 787}
901 success = 1; 866 success = 1;
902 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 868 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 870 tmp->level = caster_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
909 872
910 /* holy word stuff */ 873 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
949 912
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
952 915
953 if (!tmp->move_on && tmp->stats.dam) 916 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); 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
956 }
957 918
958 insert_ob_in_map (tmp, m, op, 0); 919 m->insert (tmp, sx, sy, op);
959 920
960 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 922 * a single space too many times.
962 */ 923 */
963 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
982void 943void
983animate_bomb (object *op) 944animate_bomb (object *op)
984{ 945{
985 int i; 946 int i;
986 object *env, *tmp; 947 object *env, *tmp;
987 archetype *at;
988 948
989 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 950 return;
991 951
992 env = object_get_env_recursive (op); 952 env = object_get_env_recursive (op);
997 return; 957 return;
998 958
999 if (env->type == PLAYER) 959 if (env->type == PLAYER)
1000 esrv_del_item (env->contr, op->count); 960 esrv_del_item (env->contr, op->count);
1001 961
1002 op->remove (); 962 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; 963 return;
1007 } 964 }
1008 965
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 966 // 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 967 // on a safe map. I don't like this special casing, but it seems to be neccessary
1017 974
1018 /* This copies a lot of the code from the fire bullet, 975 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 976 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 977 * so just set up the appropriate values.
1021 */ 978 */
1022 at = archetype::find (SPLINT); 979 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 980 {
1025 for (i = 1; i < 9; i++) 981 for (i = 1; i < 9; i++)
1026 { 982 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 984 continue;
985
1029 tmp = arch_to_object (at); 986 tmp = arch_to_object (at);
1030 tmp->direction = i; 987 tmp->direction = i;
1031 tmp->range = op->range; 988 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 989 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 990 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 991 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 992 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 993 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 994 tmp->skill = op->skill;
1039 } 995
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 996 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 997 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 998
1043 tmp->y = op->y + freearr_x[i]; 999 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); 1000 move_bullet (tmp);
1046 } 1001 }
1047 } 1002 }
1048 1003
1049 explode_bullet (op); 1004 explode_bullet (op);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
1074 1029
1075 tmp->set_owner (op); 1030 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1032
1078 tmp->y = dy; 1033 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1034 return 1;
1081} 1035}
1082 1036
1083/**************************************************************************** 1037/****************************************************************************
1084 * 1038 *
1227 1181
1228 effect->set_owner (op); 1182 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1183 set_spell_skill (op, caster, spell, effect);
1230 1184
1231 /* ok, tell it where to be, and insert! */ 1185 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1186 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1187
1236 return 1; 1188 return 1;
1237} 1189}
1238 1190
1239 1191
1294 { 1246 {
1295 op->destroy (); 1247 op->destroy ();
1296 return; 1248 return;
1297 } 1249 }
1298 1250
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); 1251 i = spell_find_dir (m, new_x, new_y, op->owner);
1303 if (i > 0 && i != op->direction) 1252 if (i > 0 && i != op->direction)
1304 { 1253 {
1305 op->direction = i; 1254 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1255 SET_ANIMATION (op, op->direction);
1307 } 1256 }
1308 1257
1309 insert_ob_in_map (op, op->map, op, 0); 1258 m->insert (op, new_x, new_y, op);
1310} 1259}
1311 1260
1312/**************************************************************************** 1261/****************************************************************************
1313 * Destruction 1262 * Destruction
1314 ****************************************************************************/ 1263 ****************************************************************************/
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name); 1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0; 1300 return 0;
1352 } 1301 }
1353 return 1; 1302 return 1;
1354} 1303}
1355
1356
1357
1358 1304
1359int 1305int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1306cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1307{
1362 int i, j, range, mflags, friendly = 0, dam, dur; 1308 int i, j, range, mflags, friendly = 0, dam, dur;
1383 else if (caster->skill) 1329 else if (caster->skill)
1384 op->skill = caster->skill; 1330 op->skill = caster->skill;
1385 else 1331 else
1386 op->skill = NULL; 1332 op->skill = NULL;
1387 1333
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1334 op->change_skill (find_skill_by_name (op, op->skill));
1389 1335
1390 for (i = -range; i < range; i++) 1336 for (i = -range; i < range; i++)
1391 { 1337 {
1392 for (j = -range; j < range; j++) 1338 for (j = -range; j < range; j++)
1393 { 1339 {
1394 m = op->map; 1340 m = op->map;
1395 sx = op->x + i; 1341 sx = op->x + i;
1396 sy = op->y + j; 1342 sy = op->y + j;
1343
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1344 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP) 1345 if (mflags & P_OUT_OF_MAP)
1399 continue; 1346 continue;
1347
1400 if (mflags & P_IS_ALIVE) 1348 if (mflags & P_IS_ALIVE)
1401 { 1349 {
1402 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1350 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1351 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break; 1352 break;
1406 } 1353
1407 if (tmp) 1354 if (tmp)
1408 { 1355 {
1409 if (tmp->head) 1356 if (tmp->head)
1410 tmp = tmp->head; 1357 tmp = tmp->head;
1411 1358
1414 { 1361 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1362 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1363 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1418 if (spell_ob->other_arch) 1365 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1366 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 } 1367 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1368 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 { 1369 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1370 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1371 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 } 1372 }
1437 } 1373 }
1438 } 1374 }
1439 } 1375 }
1440 } 1376 }
1441 } 1377 }
1378
1442 op->skill = skill; 1379 op->skill = skill;
1443 return 1; 1380 return 1;
1444} 1381}
1445 1382
1446/*************************************************************************** 1383/***************************************************************************
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1443 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 } 1444 }
1508 return 1; 1445 return 1;
1509 } 1446 }
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1447 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0; 1448 force->speed = 1.f;
1512 force->speed_left = -1.0; 1449 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1450 SET_FLAG (force, FLAG_APPLIED);
1514 1451
1515 if (god) 1452 if (god)
1516 { 1453 {
1517 if (spell_ob->last_grace) 1454 if (spell_ob->last_grace)
1530 force->stats.ac = spell_ob->stats.ac; 1467 force->stats.ac = spell_ob->stats.ac;
1531 force->stats.wc = spell_ob->stats.wc; 1468 force->stats.wc = spell_ob->stats.wc;
1532 1469
1533 change_abil (tmp, force); /* Mostly to display any messages */ 1470 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp); 1471 insert_ob_in_ob (force, tmp);
1535 fix_player (tmp); 1472 tmp->update_stats ();
1536 return 1; 1473 return 1;
1537 1474
1538} 1475}
1539
1540 1476
1541/********************************************************************** 1477/**********************************************************************
1542 * mood change 1478 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1479 * 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 1480 * effects monsters, it seems best to put it into this file
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1510 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race; 1511 race = god->race;
1576 else 1512 else
1577 race = spell->race; 1513 race = spell->race;
1578 1514
1579
1580 for (x = op->x - range; x <= op->x + range; x++) 1515 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++) 1516 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1517 {
1583
1584 done_one = 0; 1518 done_one = 0;
1585 m = op->map; 1519 m = op->map;
1586 nx = x; 1520 nx = x;
1587 ny = y; 1521 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1591 1525
1592 /* If there is nothing living on this space, no need to go further */ 1526 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1527 if (!(mflags & P_IS_ALIVE))
1594 continue; 1528 continue;
1595 1529
1530 // players can only affect spaces that they can actually see
1531 if (caster && caster->contr
1532 && caster->contr->visibility_at (m, nx, ny) < 70)
1533 continue;
1534
1596 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1535 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1536 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break; 1537 break;
1599 1538
1600 /* There can be living objects that are not monsters */ 1539 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1540 if (!tmp || tmp->type == PLAYER)
1608 head = tmp; 1547 head = tmp;
1609 1548
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1549 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1550 if (race && head->race && !strstr (race, head->race))
1612 continue; 1551 continue;
1552
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1554 continue;
1615 1555
1616 /* Now do a bunch of stuff related to saving throws */ 1556 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1557 best_at = -1;
1634 at -= level / 5; 1574 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1575 if (did_make_save (head, head->level, at))
1636 continue; 1576 continue;
1637 } 1577 }
1638 else /* spell->attacktype */ 1578 else /* spell->attacktype */
1639 /*
1640 Spell has no attacktype (charm & such), so we'll have a specific saving:
1641 * if spell level < monster level, no go
1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1643
1644 The chance will then be in the range [20-70] percent, not too bad.
1645
1646 This is required to fix the 'charm monster' abuse, where a player level 1 can
1647 charm a level 125 monster...
1648
1649 Ryo, august 14th
1650 */
1651 { 1579 {
1580 /*
1581 Spell has no attacktype (charm & such), so we'll have a specific saving:
1582 * if spell level < monster level, no go
1583 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1584
1585 The chance will then be in the range [20-70] percent, not too bad.
1586
1587 This is required to fix the 'charm monster' abuse, where a player level 1 can
1588 charm a level 125 monster...
1589
1590 Ryo, august 14th
1591 */
1652 if (head->level > level) 1592 if (head->level > level)
1653 continue; 1593 continue;
1594
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1595 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1596 /* Failed, no effect */
1656 continue; 1597 continue;
1657 } 1598 }
1658 1599
1659 /* Done with saving throw. Now start effecting the monster */ 1600 /* Done with saving throw. Now start affecting the monster */
1660 1601
1661 /* aggravation */ 1602 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1603 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1604 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1605 CLEAR_FLAG (head, FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1606 remove_friendly_object (head);
1667
1668 done_one = 1; 1607 done_one = 1;
1669 head->enemy = op; 1608 head->enemy = op;
1670 } 1609 }
1671 1610
1672 /* calm monsters */ 1611 /* calm monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1621 {
1683 SET_FLAG (head, FLAG_BERSERK); 1622 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1623 done_one = 1;
1685 } 1624 }
1625
1686 /* charm */ 1626 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 { 1628 {
1689 SET_FLAG (head, FLAG_FRIENDLY);
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1629 /* Prevent uncontolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1630 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. */ 1631 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1632 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1633 head->set_owner (op);
1700 head->stats.exp = 0; 1639 head->stats.exp = 0;
1701 } 1640 }
1702 1641
1703 /* If a monster was effected, put an effect in */ 1642 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1643 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch); 1644 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 */ 1645 } /* for y */
1712 1646
1713 return 1; 1647 return 1;
1714} 1648}
1715 1649
1766 nx = op->x; 1700 nx = op->x;
1767 ny = op->y; 1701 ny = op->y;
1768 m = op->map; 1702 m = op->map;
1769 } 1703 }
1770 1704
1771 op->remove (); 1705 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1706
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1707 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1708 surrounding squares */
1778 1709
1779 /* loop over current square and neighbors to hit. 1710 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1711 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1712 * the surround spaces.
1782 */ 1713 */
1783 for (j = 0; j < 9; j++) 1714 for (j = 0; j < 9; j++)
1784 { 1715 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1716 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1717 hy = ny + freearr_y[j];
1789 1718
1790 m = op->map; 1719 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1720 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1805 1734
1806 } 1735 }
1807 1736
1808 /* insert the other arch */ 1737 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1738 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1739 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 } 1740 }
1817 1741
1818 /* restore to the center location and damage */ 1742 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1743 op->stats.dam = dam_save;
1820 1744
1823 if (i >= 0) 1747 if (i >= 0)
1824 { /* we have a preferred direction! */ 1748 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1749 /* 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 || 1750 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))) 1751 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1752 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1753
1831 op->direction = i; 1754 op->direction = i;
1832 } 1755 }
1833} 1756}
1834 1757
1835 1758
1873#if 0 1796#if 0
1874 // this is bogus: it causes wrong places to be checked below 1797 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1798 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1799 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space. 1800 // space.
1878 // should be fixed later, but correctness before featurs... 1801 // should be fixed later, but correctness before features...
1879 // (schmorp) 1802 // (schmorp)
1880 1803
1881 /* new offset calculation to make swarm element distribution 1804 /* new offset calculation to make swarm element distribution
1882 * more uniform 1805 * more uniform
1883 */ 1806 */
1965 1888
1966 if (!spell->other_arch) 1889 if (!spell->other_arch)
1967 return 0; 1890 return 0;
1968 1891
1969 tmp = get_archetype (SWARM_SPELL); 1892 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. */ 1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1894 set_spell_skill (op, caster, spell, tmp);
1974 1895
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1896 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1897 tmp->spell = arch_to_object (spell->other_arch);
1977 1898
1978 tmp->attacktype = tmp->spell->attacktype; 1899 tmp->attacktype = tmp->spell->attacktype;
1979 1900
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1902 if (!tailor_god_spell (tmp, op))
1983 return 1; 1903 return 1;
1984 } 1904
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1905 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1906 for (i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1908
1989 tmp->direction = dir; 1909 tmp->direction = dir;
1990 tmp->invisible = 1; 1910 tmp->invisible = 1;
1991 insert_ob_in_map (tmp, op->map, op, 0); 1911
1912 tmp->insert_at (op, op);
1992 return 1; 1913 return 1;
1993} 1914}
1994 1915
1995 1916
1996/* See the spells documentation file for why this is its own 1917/* See the spells documentation file for why this is its own
2056 { 1977 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1978 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1979 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1980 tmp->glow_radius = MAX_LIGHT_RADII;
2060 } 1981 }
2061 tmp->x = x; 1982
2062 tmp->y = y; 1983 m->insert (tmp, x, y, op);
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1; 1984 return 1;
2065} 1985}
2066 1986
2067 1987
2068 1988
2176 if (disease->stats.sp) 2096 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod; 2097 disease->stats.sp -= dam_mod;
2178 2098
2179 if (infect_object (walk, disease, 1)) 2099 if (infect_object (walk, disease, 1))
2180 { 2100 {
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); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184 2102
2185 disease->destroy (); /* don't need this one anymore */ 2103 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2104 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; 2105 return 1;
2192 } 2106 }
2193 2107
2194 disease->destroy (); 2108 disease->destroy ();
2195 } 2109 }
2196 } /* if living creature */ 2110 } /* if living creature */
2197 } /* for range of spaces */ 2111 } /* for range of spaces */
2112
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2113 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2114 return 1;
2200} 2115}

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