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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 1.43 by root, Thu Jul 5 08:10:30 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)
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;
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 ();
466 { 452 {
467 op->destroy (); 453 op->destroy ();
468 return; 454 return;
469 } 455 }
470 456
471 tmp->x = op->x;
472 tmp->y = op->y;
473
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;
478 tmp->range = op->range; 461 tmp->range = op->range;
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;
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 new_ob->set_owner (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))
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
901 success = 1; 861 success = 1;
902 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (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 tmp->set_owner (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);
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 tmp->set_owner (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
1227 1168
1228 effect->set_owner (op); 1169 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1230 1171
1231 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1173 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1174
1236 return 1; 1175 return 1;
1237} 1176}
1238 1177
1239 1178
1294 { 1233 {
1295 op->destroy (); 1234 op->destroy ();
1296 return; 1235 return;
1297 } 1236 }
1298 1237
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); 1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1303 if (i > 0 && i != op->direction) 1239 if (i > 0 && i != op->direction)
1304 { 1240 {
1305 op->direction = i; 1241 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1307 } 1243 }
1308 1244
1309 insert_ob_in_map (op, op->map, op, 0); 1245 m->insert (op, new_x, new_y, op);
1310} 1246}
1311 1247
1312/**************************************************************************** 1248/****************************************************************************
1313 * Destruction 1249 * Destruction
1314 ****************************************************************************/ 1250 ****************************************************************************/
1317 * we do this by creating a force and inserting it in the 1253 * we do this by creating a force and inserting it in the
1318 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1319 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1320 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1321 */ 1257 */
1322
1323int 1258int
1324make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1325{ 1260{
1326 object *tmp;
1327
1328 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1329 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1330 return 0; 1263 return 0;
1331 1264
1332 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1333 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1334 tmp->stats.food = time; 1267 tmp->stats.food = time;
1335 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1336 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1337 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1338 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1339 1272
1340 tmp->x = op->x;
1341 tmp->y = op->y;
1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1344 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1345 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1346 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1347 1277
1348 if (!tmp->env || op != tmp->env)
1349 {
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0;
1352 }
1353 return 1; 1278 return 1;
1354} 1279}
1355
1356
1357
1358 1280
1359int 1281int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1283{
1362 int i, j, range, mflags, friendly = 0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1383 else if (caster->skill) 1305 else if (caster->skill)
1384 op->skill = caster->skill; 1306 op->skill = caster->skill;
1385 else 1307 else
1386 op->skill = NULL; 1308 op->skill = NULL;
1387 1309
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1389 1311
1390 for (i = -range; i < range; i++) 1312 for (i = -range; i < range; i++)
1391 { 1313 {
1392 for (j = -range; j < range; j++) 1314 for (j = -range; j < range; j++)
1393 { 1315 {
1394 m = op->map; 1316 m = op->map;
1395 sx = op->x + i; 1317 sx = op->x + i;
1396 sy = op->y + j; 1318 sy = op->y + j;
1319
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP) 1321 if (mflags & P_OUT_OF_MAP)
1399 continue; 1322 continue;
1323
1400 if (mflags & P_IS_ALIVE) 1324 if (mflags & P_IS_ALIVE)
1401 { 1325 {
1402 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break; 1328 break;
1406 } 1329
1407 if (tmp) 1330 if (tmp)
1408 { 1331 {
1409 if (tmp->head) 1332 if (tmp->head)
1410 tmp = tmp->head; 1333 tmp = tmp->head;
1411 1334
1414 { 1337 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1338 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1339 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1418 if (spell_ob->other_arch) 1341 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1342 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 } 1343 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 { 1345 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1347 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 } 1348 }
1437 } 1349 }
1438 } 1350 }
1439 } 1351 }
1440 } 1352 }
1441 } 1353 }
1354
1442 op->skill = skill; 1355 op->skill = skill;
1443 return 1; 1356 return 1;
1444} 1357}
1445 1358
1446/*************************************************************************** 1359/***************************************************************************
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 } 1420 }
1508 return 1; 1421 return 1;
1509 } 1422 }
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1423 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0; 1424 force->speed = 1.f;
1512 force->speed_left = -1.0; 1425 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1426 SET_FLAG (force, FLAG_APPLIED);
1514 1427
1515 if (god) 1428 if (god)
1516 { 1429 {
1517 if (spell_ob->last_grace) 1430 if (spell_ob->last_grace)
1530 force->stats.ac = spell_ob->stats.ac; 1443 force->stats.ac = spell_ob->stats.ac;
1531 force->stats.wc = spell_ob->stats.wc; 1444 force->stats.wc = spell_ob->stats.wc;
1532 1445
1533 change_abil (tmp, force); /* Mostly to display any messages */ 1446 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp); 1447 insert_ob_in_ob (force, tmp);
1535 fix_player (tmp); 1448 tmp->update_stats ();
1536 return 1; 1449 return 1;
1537 1450
1538} 1451}
1539
1540 1452
1541/********************************************************************** 1453/**********************************************************************
1542 * mood change 1454 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1455 * 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 1456 * effects monsters, it seems best to put it into this file
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1486 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race; 1487 race = god->race;
1576 else 1488 else
1577 race = spell->race; 1489 race = spell->race;
1578 1490
1579
1580 for (x = op->x - range; x <= op->x + range; x++) 1491 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++) 1492 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1493 {
1583
1584 done_one = 0; 1494 done_one = 0;
1585 m = op->map; 1495 m = op->map;
1586 nx = x; 1496 nx = x;
1587 ny = y; 1497 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1498 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1591 1501
1592 /* If there is nothing living on this space, no need to go further */ 1502 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1503 if (!(mflags & P_IS_ALIVE))
1594 continue; 1504 continue;
1595 1505
1506 // players can only affect spaces that they can actually see
1507 if (caster && caster->contr
1508 && caster->contr->visibility_at (m, nx, ny) < 70)
1509 continue;
1510
1596 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1511 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1512 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break; 1513 break;
1599 1514
1600 /* There can be living objects that are not monsters */ 1515 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1516 if (!tmp || tmp->type == PLAYER)
1608 head = tmp; 1523 head = tmp;
1609 1524
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1525 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1526 if (race && head->race && !strstr (race, head->race))
1612 continue; 1527 continue;
1528
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1529 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1530 continue;
1615 1531
1616 /* Now do a bunch of stuff related to saving throws */ 1532 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1533 best_at = -1;
1634 at -= level / 5; 1550 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1551 if (did_make_save (head, head->level, at))
1636 continue; 1552 continue;
1637 } 1553 }
1638 else /* spell->attacktype */ 1554 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 { 1555 {
1556 /*
1557 Spell has no attacktype (charm & such), so we'll have a specific saving:
1558 * if spell level < monster level, no go
1559 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1560
1561 The chance will then be in the range [20-70] percent, not too bad.
1562
1563 This is required to fix the 'charm monster' abuse, where a player level 1 can
1564 charm a level 125 monster...
1565
1566 Ryo, august 14th
1567 */
1652 if (head->level > level) 1568 if (head->level > level)
1653 continue; 1569 continue;
1570
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1571 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1572 /* Failed, no effect */
1656 continue; 1573 continue;
1657 } 1574 }
1658 1575
1659 /* Done with saving throw. Now start effecting the monster */ 1576 /* Done with saving throw. Now start affecting the monster */
1660 1577
1661 /* aggravation */ 1578 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1579 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1580 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1581 CLEAR_FLAG (head, FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1582 remove_friendly_object (head);
1667
1668 done_one = 1; 1583 done_one = 1;
1669 head->enemy = op; 1584 head->enemy = op;
1670 } 1585 }
1671 1586
1672 /* calm monsters */ 1587 /* calm monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1596 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1597 {
1683 SET_FLAG (head, FLAG_BERSERK); 1598 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1599 done_one = 1;
1685 } 1600 }
1601
1686 /* charm */ 1602 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1603 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 { 1604 {
1689 SET_FLAG (head, FLAG_FRIENDLY);
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1606 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. */ 1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1609 head->set_owner (op);
1700 head->stats.exp = 0; 1615 head->stats.exp = 0;
1701 } 1616 }
1702 1617
1703 /* If a monster was effected, put an effect in */ 1618 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1619 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch); 1620 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 */ 1621 } /* for y */
1712 1622
1713 return 1; 1623 return 1;
1714} 1624}
1715 1625
1766 nx = op->x; 1676 nx = op->x;
1767 ny = op->y; 1677 ny = op->y;
1768 m = op->map; 1678 m = op->map;
1769 } 1679 }
1770 1680
1771 op->remove (); 1681 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1682
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1683 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1684 surrounding squares */
1778 1685
1779 /* loop over current square and neighbors to hit. 1686 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1687 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1688 * the surround spaces.
1782 */ 1689 */
1783 for (j = 0; j < 9; j++) 1690 for (j = 0; j < 9; j++)
1784 { 1691 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1692 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1693 hy = ny + freearr_y[j];
1789 1694
1790 m = op->map; 1695 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1805 1710
1806 } 1711 }
1807 1712
1808 /* insert the other arch */ 1713 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1714 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1715 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 } 1716 }
1817 1717
1818 /* restore to the center location and damage */ 1718 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1719 op->stats.dam = dam_save;
1820 1720
1823 if (i >= 0) 1723 if (i >= 0)
1824 { /* we have a preferred direction! */ 1724 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1725 /* 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 || 1726 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))) 1727 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1728 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1729
1831 op->direction = i; 1730 op->direction = i;
1832 } 1731 }
1833} 1732}
1834 1733
1835 1734
1873#if 0 1772#if 0
1874 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space. 1776 // space.
1878 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1879 // (schmorp) 1778 // (schmorp)
1880 1779
1881 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1882 * more uniform 1781 * more uniform
1883 */ 1782 */
1965 1864
1966 if (!spell->other_arch) 1865 if (!spell->other_arch)
1967 return 0; 1866 return 0;
1968 1867
1969 tmp = get_archetype (SWARM_SPELL); 1868 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. */ 1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1870 set_spell_skill (op, caster, spell, tmp);
1974 1871
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1873 tmp->spell = arch_to_object (spell->other_arch);
1977 1874
1978 tmp->attacktype = tmp->spell->attacktype; 1875 tmp->attacktype = tmp->spell->attacktype;
1979 1876
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1878 if (!tailor_god_spell (tmp, op))
1983 return 1; 1879 return 1;
1984 } 1880
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1881 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1882 for (i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1884
1989 tmp->direction = dir; 1885 tmp->direction = dir;
1990 tmp->invisible = 1; 1886 tmp->invisible = 1;
1991 insert_ob_in_map (tmp, op->map, op, 0); 1887
1888 tmp->insert_at (op, op);
1992 return 1; 1889 return 1;
1993} 1890}
1994 1891
1995 1892
1996/* See the spells documentation file for why this is its own 1893/* See the spells documentation file for why this is its own
2056 { 1953 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1954 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1955 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1956 tmp->glow_radius = MAX_LIGHT_RADII;
2060 } 1957 }
2061 tmp->x = x; 1958
2062 tmp->y = y; 1959 m->insert (tmp, x, y, op);
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1; 1960 return 1;
2065} 1961}
2066 1962
2067 1963
2068 1964
2176 if (disease->stats.sp) 2072 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
2178 2074
2179 if (infect_object (walk, disease, 1)) 2075 if (infect_object (walk, disease, 1))
2180 { 2076 {
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); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184 2078
2185 disease->destroy (); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2080 walk->map->insert (get_archetype ("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; 2081 return 1;
2192 } 2082 }
2193 2083
2194 disease->destroy (); 2084 disease->destroy ();
2195 } 2085 }
2196 } /* if living creature */ 2086 } /* if living creature */
2197 } /* for range of spaces */ 2087 } /* for range of spaces */
2088
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2090 return 1;
2200} 2091}

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