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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.24 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.46 by root, Wed Aug 1 00:52:38 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 */
144 144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x = sx;
153 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 155 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
160} 158}
161 159
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
164 */ 162 */
165 163
166void 164void
167move_bolt (object *op) 165move_bolt (object *op)
168{ 166{
169 object *tmp;
170 int mflags; 167 int mflags;
171 sint16 x, y; 168 sint16 x, y;
172 maptile *m; 169 maptile *m;
173 170
174 if (--(op->duration) < 0) 171 if (--op->duration < 0)
175 { 172 {
176 op->destroy (); 173 op->destroy ();
177 return; 174 return;
178 } 175 }
179 176
181 178
182 if (!op->direction) 179 if (!op->direction)
183 return; 180 return;
184 181
185 if (--op->range < 0) 182 if (--op->range < 0)
186 {
187 op->range = 0; 183 op->range = 0;
188 }
189 else 184 else
190 { 185 {
191 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
192 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
193 m = op->map; 188 m = op->map;
201 * 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
202 * will be useful. 197 * will be useful.
203 */ 198 */
204 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)))
205 { 200 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return; 202 return;
209 203
210 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
241 else if (left) 235 else if (left)
242 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
243 else if (right) 237 else if (right)
244 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
245 } 239 }
240
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return; 242 return;
248 } 243 }
249 else 244 else
250 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
251 tmp = op->clone (); 246 object *tmp = op->clone ();
252 247
248 m->insert (tmp, x, y, op);
253 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
256 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
257 tmp->duration++; 251 tmp->duration++;
258 252
259 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
260 * going off in other directions. 254 * going off in other directions.
261 */ 255 */
262
263 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
264 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
265 forklightning (op, tmp); 258 forklightning (op, tmp);
266 } 259 }
260
267 /* 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
268 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
269 */ 263 */
270 op->range = 0; 264 op->range = 0;
271 } /* copy object and move it along */ 265 } /* copy object and move it along */
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 *
353 ***************************************************************************/ 345 ***************************************************************************/
354 346
355/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
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);
488 tmp->play_sound (tmp->sound);
489
504 /* remove the firebullet */ 490 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 491 op->destroy ();
508 }
509} 492}
510
511
512 493
513/* checks to see what op should do, given the space it is on 494/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 495 * (eg, explode, damage player, etc)
515 */ 496 */
516
517void 497void
518check_bullet (object *op) 498check_bullet (object *op)
519{ 499{
520 object *tmp; 500 object *tmp;
521 int dam, mflags; 501 int dam, mflags;
536 516
537 /* If nothing alive on this space, no reason to do anything further */ 517 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 518 if (!(mflags & P_IS_ALIVE))
539 return; 519 return;
540 520
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 522 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 524 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
610 op->destroy (); 590 op->destroy ();
611 591
612 return; 592 return;
613 } 593 }
614 594
615 op->remove (); 595 if (!(op = m->insert (op, new_x, new_y, op)))
616 op->x = new_x;
617 op->y = new_y;
618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
619 return; 596 return;
620 597
621 if (reflwall (op->map, op->x, op->y, op)) 598 if (reflwall (op->map, op->x, op->y, op))
622 { 599 {
623 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
624 update_turn_face (op); 601 update_turn_face (op);
625 } 602 }
626 else 603 else
627 check_bullet (op); 604 check_bullet (op);
628} 605}
629
630
631
632 606
633/* fire_bullet 607/* fire_bullet
634 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
635 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
636 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
637 * spob->attacktype. 611 * spob->attacktype.
638 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
639 * pointers. 613 * pointers.
640 */ 614 */
641
642int 615int
643fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
644{ 617{
645 object *tmp = NULL; 618 object *tmp = NULL;
646 int mflags; 619 int mflags;
698 tmp->y = op->y; 671 tmp->y = op->y;
699 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
700 tmp->map = op->map; 673 tmp->map = op->map;
701 } 674 }
702 675
703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 676 if ((tmp = tmp->insert_at (tmp, op)))
704 check_bullet (tmp); 677 check_bullet (tmp);
705 678
706 return 1; 679 return 1;
707} 680}
708
709
710
711 681
712/***************************************************************************** 682/*****************************************************************************
713 * 683 *
714 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
715 * 685 *
716 *****************************************************************************/ 686 *****************************************************************************/
717 687
718
719/* drops an object based on what is in the cone's "other_arch" */ 688/* drops an object based on what is in the cone's "other_arch" */
720void 689void
721cone_drop (object *op) 690cone_drop (object *op)
722{ 691{
723 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
724 693
725 new_ob->x = op->x;
726 new_ob->y = op->y;
727 new_ob->level = op->level; 694 new_ob->level = op->level;
728 new_ob->set_owner (op->owner); 695 new_ob->set_owner (op->owner);
729 696
730 /* preserve skill ownership */ 697 /* preserve skill ownership */
731 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
732 {
733 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
734 }
735 insert_ob_in_map (new_ob, op->map, op, 0);
736 700
701 new_ob->insert_at (op, op);
737} 702}
738 703
739/* move_cone: causes cone object 'op' to move a space/hit creatures */ 704/* move_cone: causes cone object 'op' to move a space/hit creatures */
740 705
741void 706void
803 768
804 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 769 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
805 { 770 {
806 object *tmp = op->clone (); 771 object *tmp = op->clone ();
807 772
808 tmp->x = x;
809 tmp->y = y;
810
811 tmp->duration = op->duration + 1; 773 tmp->duration = op->duration + 1;
812 774
813 /* Use for spell tracking - see ok_to_put_more() */ 775 /* Use for spell tracking - see ok_to_put_more() */
814 tmp->stats.maxhp = op->stats.maxhp; 776 tmp->stats.maxhp = op->stats.maxhp;
815 insert_ob_in_map (tmp, op->map, op, 0); 777
778 op->map->insert (tmp, x, y, op);
779
816 if (tmp->other_arch) 780 if (tmp->other_arch)
817 cone_drop (tmp); 781 cone_drop (tmp);
818 } 782 }
819 } 783 }
820} 784}
853 817
854 /* Need to know what the movetype of the object we are about 818 /* Need to know what the movetype of the object we are about
855 * to create is, so we can know if the space we are about to 819 * to create is, so we can know if the space we are about to
856 * insert it into is blocked. 820 * insert it into is blocked.
857 */ 821 */
858 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
859 823
860 for (i = range_min; i <= range_max; i++) 824 for (i = range_min; i <= range_max; i++)
861 { 825 {
862 sint16 x, y, d; 826 sint16 x, y, d;
863 827
899 success = 1; 863 success = 1;
900 tmp = arch_to_object (spell->other_arch); 864 tmp = arch_to_object (spell->other_arch);
901 tmp->set_owner (op); 865 tmp->set_owner (op);
902 set_spell_skill (op, caster, spell, tmp); 866 set_spell_skill (op, caster, spell, tmp);
903 tmp->level = caster_level (caster, spell); 867 tmp->level = caster_level (caster, spell);
904 tmp->x = sx;
905 tmp->y = sy;
906 tmp->attacktype = spell->attacktype; 868 tmp->attacktype = spell->attacktype;
907 869
908 /* holy word stuff */ 870 /* holy word stuff */
909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
910 if (!tailor_god_spell (tmp, op)) 872 if (!tailor_god_spell (tmp, op))
944 else 906 else
945 tmp->duration += caster->level / 3; 907 tmp->duration += caster->level / 3;
946 } 908 }
947 909
948 if (!(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
949 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
950 912
951 if (!tmp->move_on && tmp->stats.dam) 913 if (!tmp->move_on && tmp->stats.dam)
952 {
953 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
954 }
955 915
956 insert_ob_in_map (tmp, m, op, 0); 916 m->insert (tmp, sx, sy, op);
957 917
958 /* This is used for tracking spells so that one effect doesn't hit 918 /* This is used for tracking spells so that one effect doesn't hit
959 * a single space too many times. 919 * a single space too many times.
960 */ 920 */
961 tmp->stats.maxhp = tmp->count; 921 tmp->stats.maxhp = tmp->count;
971 * 931 *
972 * BOMB related code 932 * BOMB related code
973 * 933 *
974 ****************************************************************************/ 934 ****************************************************************************/
975 935
976
977/* This handles an exploding bomb. 936/* This handles an exploding bomb.
978 * op is the original bomb object. 937 * op is the original bomb object.
979 */ 938 */
980void 939void
981animate_bomb (object *op) 940animate_bomb (object *op)
982{ 941{
983 int i; 942 int i;
984 object *env, *tmp; 943 object *env, *tmp;
985 archetype *at;
986 944
987 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
988 return; 946 return;
989 947
990 env = object_get_env_recursive (op); 948 env = object_get_env_recursive (op);
995 return; 953 return;
996 954
997 if (env->type == PLAYER) 955 if (env->type == PLAYER)
998 esrv_del_item (env->contr, op->count); 956 esrv_del_item (env->contr, op->count);
999 957
1000 op->remove (); 958 if (!(op = op->insert_at (env, op)))
1001 op->x = env->x;
1002 op->y = env->y;
1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1004 return; 959 return;
1005 } 960 }
1006 961
1007 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1008 // on a safe map. I don't like this special casing, but it seems to be neccessary 963 // on a safe map. I don't like this special casing, but it seems to be neccessary
1015 970
1016 /* This copies a lot of the code from the fire bullet, 971 /* This copies a lot of the code from the fire bullet,
1017 * but using the cast_bullet isn't really feasible, 972 * but using the cast_bullet isn't really feasible,
1018 * so just set up the appropriate values. 973 * so just set up the appropriate values.
1019 */ 974 */
1020 at = archetype::find (SPLINT); 975 if (archetype *at = archetype::find (SPLINT))
1021 if (at)
1022 { 976 {
1023 for (i = 1; i < 9; i++) 977 for (i = 1; i < 9; i++)
1024 { 978 {
1025 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1026 continue; 980 continue;
981
1027 tmp = arch_to_object (at); 982 tmp = arch_to_object (at);
1028 tmp->direction = i; 983 tmp->direction = i;
1029 tmp->range = op->range; 984 tmp->range = op->range;
1030 tmp->stats.dam = op->stats.dam; 985 tmp->stats.dam = op->stats.dam;
1031 tmp->duration = op->duration; 986 tmp->duration = op->duration;
1032 tmp->attacktype = op->attacktype; 987 tmp->attacktype = op->attacktype;
1033 tmp->set_owner (op); 988 tmp->set_owner (op);
1034 if (op->skill && op->skill != tmp->skill) 989 if (op->skill && op->skill != tmp->skill)
1035 {
1036 tmp->skill = op->skill; 990 tmp->skill = op->skill;
1037 } 991
1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1039 SET_ANIMATION (tmp, i); 993 SET_ANIMATION (tmp, i);
1040 tmp->x = op->x + freearr_x[i]; 994
1041 tmp->y = op->y + freearr_x[i]; 995 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1042 insert_ob_in_map (tmp, op->map, op, 0);
1043 move_bullet (tmp); 996 move_bullet (tmp);
1044 } 997 }
1045 } 998 }
1046 999
1047 explode_bullet (op); 1000 explode_bullet (op);
1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1071 tmp->attacktype = spell->attacktype; 1024 tmp->attacktype = spell->attacktype;
1072 1025
1073 tmp->set_owner (op); 1026 tmp->set_owner (op);
1074 set_spell_skill (op, caster, spell, tmp); 1027 set_spell_skill (op, caster, spell, tmp);
1075 tmp->x = dx; 1028
1076 tmp->y = dy; 1029 m->insert (tmp, dx, dy, op);
1077 insert_ob_in_map (tmp, m, op, 0);
1078 return 1; 1030 return 1;
1079} 1031}
1080 1032
1081/**************************************************************************** 1033/****************************************************************************
1082 * 1034 *
1091 * dir is the direction to look in. 1043 * dir is the direction to look in.
1092 * range is how far out to look. 1044 * range is how far out to look.
1093 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1045 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1094 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1095 */ 1047 */
1096
1097object * 1048object *
1098get_pointed_target (object *op, int dir, int range, int type) 1049get_pointed_target (object *op, int dir, int range, int type)
1099{ 1050{
1100 object *target; 1051 object *target;
1101 sint16 x, y; 1052 sint16 x, y;
1120 return NULL; 1071 return NULL;
1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL; 1073 return NULL;
1123 1074
1124 if (mflags & P_IS_ALIVE) 1075 if (mflags & P_IS_ALIVE)
1125 {
1126 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1076 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1127 { 1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1130 return target; 1078 return target;
1131 }
1132 }
1133 }
1134 } 1079 }
1080
1135 return NULL; 1081 return NULL;
1136} 1082}
1137
1138 1083
1139/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1140 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1141 * usual params - 1086 * usual params -
1142 * op = player 1087 * op = player
1143 * caster = object casting the spell. 1088 * caster = object casting the spell.
1144 * dir = direction being cast 1089 * dir = direction being cast
1145 * spell = spell object 1090 * spell = spell object
1146 */ 1091 */
1147
1148int 1092int
1149cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{ 1094{
1151 object *effect, *target; 1095 object *effect, *target;
1152 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1225 1169
1226 effect->set_owner (op); 1170 effect->set_owner (op);
1227 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1228 1172
1229 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1230 effect->x = target->x; 1174 effect->insert_at (target, op);
1231 effect->y = target->y;
1232 insert_ob_in_map (effect, target->map, op, 0);
1233 1175
1234 return 1; 1176 return 1;
1235} 1177}
1236
1237 1178
1238/**************************************************************************** 1179/****************************************************************************
1239 * 1180 *
1240 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1241 * note that the fire_bullet is used to fire the missile. The 1182 * note that the fire_bullet is used to fire the missile. The
1292 { 1233 {
1293 op->destroy (); 1234 op->destroy ();
1294 return; 1235 return;
1295 } 1236 }
1296 1237
1297 op->x = new_x;
1298 op->y = new_y;
1299 op->map = m;
1300 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1301 if (i > 0 && i != op->direction) 1239 if (i > 0 && i != op->direction)
1302 { 1240 {
1303 op->direction = i; 1241 op->direction = i;
1304 SET_ANIMATION (op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1305 } 1243 }
1306 1244
1307 insert_ob_in_map (op, op->map, op, 0); 1245 m->insert (op, new_x, new_y, op);
1308} 1246}
1309 1247
1310/**************************************************************************** 1248/****************************************************************************
1311 * Destruction 1249 * Destruction
1312 ****************************************************************************/ 1250 ****************************************************************************/
1315 * 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
1316 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1317 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1318 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1319 */ 1257 */
1320
1321int 1258int
1322make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1323{ 1260{
1324 object *tmp;
1325
1326 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1327 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1328 return 0; 1263 return 0;
1329 1264
1330 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1331 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1332 tmp->stats.food = time; 1267 tmp->stats.food = time;
1333 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1334 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1335 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1336 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1337 1272
1338 tmp->x = op->x;
1339 tmp->y = op->y;
1340 if (tmp->speed < MIN_ACTIVE_SPEED)
1341 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1342 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1343 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1344 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1345 1277
1346 if (!tmp->env || op != tmp->env)
1347 {
1348 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1349 return 0;
1350 }
1351 return 1; 1278 return 1;
1352} 1279}
1353
1354
1355
1356 1280
1357int 1281int
1358cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1359{ 1283{
1360 int i, j, range, mflags, friendly = 0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1381 else if (caster->skill) 1305 else if (caster->skill)
1382 op->skill = caster->skill; 1306 op->skill = caster->skill;
1383 else 1307 else
1384 op->skill = NULL; 1308 op->skill = NULL;
1385 1309
1386 change_skill (op, find_skill_by_name (op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1387 1311
1388 for (i = -range; i < range; i++) 1312 for (i = -range; i < range; i++)
1389 { 1313 {
1390 for (j = -range; j < range; j++) 1314 for (j = -range; j < range; j++)
1391 { 1315 {
1392 m = op->map; 1316 m = op->map;
1393 sx = op->x + i; 1317 sx = op->x + i;
1394 sy = op->y + j; 1318 sy = op->y + j;
1319
1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1396 if (mflags & P_OUT_OF_MAP) 1321 if (mflags & P_OUT_OF_MAP)
1397 continue; 1322 continue;
1323
1398 if (mflags & P_IS_ALIVE) 1324 if (mflags & P_IS_ALIVE)
1399 { 1325 {
1400 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)
1401 {
1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1403 break; 1328 break;
1404 } 1329
1405 if (tmp) 1330 if (tmp)
1406 { 1331 {
1407 if (tmp->head) 1332 if (tmp->head)
1408 tmp = tmp->head; 1333 tmp = tmp->head;
1409 1334
1412 { 1337 {
1413 if (spell_ob->subtype == SP_DESTRUCTION) 1338 if (spell_ob->subtype == SP_DESTRUCTION)
1414 { 1339 {
1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1416 if (spell_ob->other_arch) 1341 if (spell_ob->other_arch)
1417 {
1418 tmp = arch_to_object (spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1419 tmp->x = sx;
1420 tmp->y = sy;
1421 insert_ob_in_map (tmp, m, op, 0);
1422 }
1423 } 1343 }
1424 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)
1425 { 1345 {
1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1428 object *effect = arch_to_object (spell_ob->other_arch); 1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1429
1430 effect->x = sx;
1431 effect->y = sy;
1432 insert_ob_in_map (effect, m, op, 0);
1433 }
1434 } 1348 }
1435 } 1349 }
1436 } 1350 }
1437 } 1351 }
1438 } 1352 }
1439 } 1353 }
1354
1440 op->skill = skill; 1355 op->skill = skill;
1441 return 1; 1356 return 1;
1442} 1357}
1443 1358
1444/*************************************************************************** 1359/***************************************************************************
1504 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.");
1505 } 1420 }
1506 return 1; 1421 return 1;
1507 } 1422 }
1508 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;
1509 force->speed = 1.0; 1424 force->speed = 1.f;
1510 force->speed_left = -1.0; 1425 force->speed_left = -1.f;
1511 SET_FLAG (force, FLAG_APPLIED); 1426 SET_FLAG (force, FLAG_APPLIED);
1512 1427
1513 if (god) 1428 if (god)
1514 { 1429 {
1515 if (spell_ob->last_grace) 1430 if (spell_ob->last_grace)
1532 insert_ob_in_ob (force, tmp); 1447 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1448 tmp->update_stats ();
1534 return 1; 1449 return 1;
1535 1450
1536} 1451}
1537
1538 1452
1539/********************************************************************** 1453/**********************************************************************
1540 * mood change 1454 * mood change
1541 * 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
1542 * effects monsters, it seems best to put it into this file 1456 * effects monsters, it seems best to put it into this file
1572 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1486 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1573 race = god->race; 1487 race = god->race;
1574 else 1488 else
1575 race = spell->race; 1489 race = spell->race;
1576 1490
1577
1578 for (x = op->x - range; x <= op->x + range; x++) 1491 for (x = op->x - range; x <= op->x + range; x++)
1579 for (y = op->y - range; y <= op->y + range; y++) 1492 for (y = op->y - range; y <= op->y + range; y++)
1580 { 1493 {
1581
1582 done_one = 0; 1494 done_one = 0;
1583 m = op->map; 1495 m = op->map;
1584 nx = x; 1496 nx = x;
1585 ny = y; 1497 ny = y;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1498 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 1501
1590 /* 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 */
1591 if (!(mflags & P_IS_ALIVE)) 1503 if (!(mflags & P_IS_ALIVE))
1592 continue; 1504 continue;
1593 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
1594 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)
1595 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1512 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1596 break; 1513 break;
1597 1514
1598 /* There can be living objects that are not monsters */ 1515 /* There can be living objects that are not monsters */
1599 if (!tmp || tmp->type == PLAYER) 1516 if (!tmp || tmp->type == PLAYER)
1606 head = tmp; 1523 head = tmp;
1607 1524
1608 /* 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 */
1609 if (race && head->race && !strstr (race, head->race)) 1526 if (race && head->race && !strstr (race, head->race))
1610 continue; 1527 continue;
1528
1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1529 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue; 1530 continue;
1613 1531
1614 /* Now do a bunch of stuff related to saving throws */ 1532 /* Now do a bunch of stuff related to saving throws */
1615 best_at = -1; 1533 best_at = -1;
1632 at -= level / 5; 1550 at -= level / 5;
1633 if (did_make_save (head, head->level, at)) 1551 if (did_make_save (head, head->level, at))
1634 continue; 1552 continue;
1635 } 1553 }
1636 else /* spell->attacktype */ 1554 else /* spell->attacktype */
1637 /*
1638 Spell has no attacktype (charm & such), so we'll have a specific saving:
1639 * if spell level < monster level, no go
1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1641
1642 The chance will then be in the range [20-70] percent, not too bad.
1643
1644 This is required to fix the 'charm monster' abuse, where a player level 1 can
1645 charm a level 125 monster...
1646
1647 Ryo, august 14th
1648 */
1649 { 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 */
1650 if (head->level > level) 1568 if (head->level > level)
1651 continue; 1569 continue;
1570
1652 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))))
1653 /* Failed, no effect */ 1572 /* Failed, no effect */
1654 continue; 1573 continue;
1655 } 1574 }
1656 1575
1657 /* Done with saving throw. Now start effecting the monster */ 1576 /* Done with saving throw. Now start affecting the monster */
1658 1577
1659 /* aggravation */ 1578 /* aggravation */
1660 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1579 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 { 1580 {
1662 CLEAR_FLAG (head, FLAG_SLEEP); 1581 CLEAR_FLAG (head, FLAG_SLEEP);
1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1664 remove_friendly_object (head); 1582 remove_friendly_object (head);
1665
1666 done_one = 1; 1583 done_one = 1;
1667 head->enemy = op; 1584 head->enemy = op;
1668 } 1585 }
1669 1586
1670 /* calm monsters */ 1587 /* calm monsters */
1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1596 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 { 1597 {
1681 SET_FLAG (head, FLAG_BERSERK); 1598 SET_FLAG (head, FLAG_BERSERK);
1682 done_one = 1; 1599 done_one = 1;
1683 } 1600 }
1601
1684 /* charm */ 1602 /* charm */
1685 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))
1686 { 1604 {
1687 SET_FLAG (head, FLAG_FRIENDLY);
1688 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontolled outbreaks of self replicating monsters.
1689 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.
1690 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. */
1691 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1692 head->set_owner (op); 1609 head->set_owner (op);
1698 head->stats.exp = 0; 1615 head->stats.exp = 0;
1699 } 1616 }
1700 1617
1701 /* If a monster was effected, put an effect in */ 1618 /* If a monster was effected, put an effect in */
1702 if (done_one && spell->other_arch) 1619 if (done_one && spell->other_arch)
1703 {
1704 tmp = arch_to_object (spell->other_arch); 1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1705 tmp->x = nx;
1706 tmp->y = ny;
1707 insert_ob_in_map (tmp, m, op, 0);
1708 }
1709 } /* for y */ 1621 } /* for y */
1710 1622
1711 return 1; 1623 return 1;
1712} 1624}
1713 1625
1764 nx = op->x; 1676 nx = op->x;
1765 ny = op->y; 1677 ny = op->y;
1766 m = op->map; 1678 m = op->map;
1767 } 1679 }
1768 1680
1769 op->remove (); 1681 m->insert (op, nx, ny, op);
1770 op->y = ny;
1771 op->x = nx;
1772 insert_ob_in_map (op, m, op, 0);
1773 1682
1774 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
1775 surrounding squares */ 1684 surrounding squares */
1776 1685
1777 /* loop over current square and neighbors to hit. 1686 /* loop over current square and neighbors to hit.
1778 * if this has an other_arch field, we insert that in 1687 * if this has an other_arch field, we insert that in
1779 * the surround spaces. 1688 * the surround spaces.
1780 */ 1689 */
1781 for (j = 0; j < 9; j++) 1690 for (j = 0; j < 9; j++)
1782 { 1691 {
1783 object *new_ob;
1784
1785 hx = nx + freearr_x[j]; 1692 hx = nx + freearr_x[j];
1786 hy = ny + freearr_y[j]; 1693 hy = ny + freearr_y[j];
1787 1694
1788 m = op->map; 1695 m = op->map;
1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1803 1710
1804 } 1711 }
1805 1712
1806 /* insert the other arch */ 1713 /* insert the other arch */
1807 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))))
1808 { 1715 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1809 new_ob = arch_to_object (op->other_arch);
1810 new_ob->x = hx;
1811 new_ob->y = hy;
1812 insert_ob_in_map (new_ob, m, op, 0);
1813 }
1814 } 1716 }
1815 1717
1816 /* restore to the center location and damage */ 1718 /* restore to the center location and damage */
1817 op->stats.dam = dam_save; 1719 op->stats.dam = dam_save;
1818 1720
1821 if (i >= 0) 1723 if (i >= 0)
1822 { /* we have a preferred direction! */ 1724 { /* we have a preferred direction! */
1823 /* pick another direction if the preferred dir is blocked. */ 1725 /* pick another direction if the preferred dir is blocked. */
1824 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1726 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1825 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1727 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1826 {
1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1728 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1828 } 1729
1829 op->direction = i; 1730 op->direction = i;
1830 } 1731 }
1831} 1732}
1832 1733
1833 1734
1871#if 0 1772#if 0
1872 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1874 // 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
1875 // space. 1776 // space.
1876 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1877 // (schmorp) 1778 // (schmorp)
1878 1779
1879 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1880 * more uniform 1781 * more uniform
1881 */ 1782 */
1963 1864
1964 if (!spell->other_arch) 1865 if (!spell->other_arch)
1965 return 0; 1866 return 0;
1966 1867
1967 tmp = get_archetype (SWARM_SPELL); 1868 tmp = get_archetype (SWARM_SPELL);
1968 tmp->x = op->x;
1969 tmp->y = op->y;
1970 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1971 set_spell_skill (op, caster, spell, tmp); 1870 set_spell_skill (op, caster, spell, tmp);
1972 1871
1973 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. */
1974 tmp->spell = arch_to_object (spell->other_arch); 1873 tmp->spell = arch_to_object (spell->other_arch);
1975 1874
1976 tmp->attacktype = tmp->spell->attacktype; 1875 tmp->attacktype = tmp->spell->attacktype;
1977 1876
1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1980 if (!tailor_god_spell (tmp, op)) 1878 if (!tailor_god_spell (tmp, op))
1981 return 1; 1879 return 1;
1982 } 1880
1983 tmp->duration = SP_level_duration_adjust (caster, spell); 1881 tmp->duration = SP_level_duration_adjust (caster, spell);
1984 for (i = 0; i < spell->duration; i++) 1882 for (i = 0; i < spell->duration; i++)
1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1986 1884
1987 tmp->direction = dir; 1885 tmp->direction = dir;
1988 tmp->invisible = 1; 1886 tmp->invisible = 1;
1989 insert_ob_in_map (tmp, op->map, op, 0); 1887
1888 tmp->insert_at (op, op);
1990 return 1; 1889 return 1;
1991} 1890}
1992 1891
1993 1892
1994/* See the spells documentation file for why this is its own 1893/* See the spells documentation file for why this is its own
2054 { 1953 {
2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1954 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2056 if (tmp->glow_radius > MAX_LIGHT_RADII) 1955 if (tmp->glow_radius > MAX_LIGHT_RADII)
2057 tmp->glow_radius = MAX_LIGHT_RADII; 1956 tmp->glow_radius = MAX_LIGHT_RADII;
2058 } 1957 }
2059 tmp->x = x; 1958
2060 tmp->y = y; 1959 m->insert (tmp, x, y, op);
2061 insert_ob_in_map (tmp, m, op, 0);
2062 return 1; 1960 return 1;
2063} 1961}
2064 1962
2065 1963
2066 1964
2174 if (disease->stats.sp) 2072 if (disease->stats.sp)
2175 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
2176 2074
2177 if (infect_object (walk, disease, 1)) 2075 if (infect_object (walk, disease, 1))
2178 { 2076 {
2179 object *flash; /* visual effect for inflicting disease */
2180
2181 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2182 2078
2183 disease->destroy (); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
2184 flash = get_archetype (ARCH_DETECT_MAGIC); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2185 flash->x = x;
2186 flash->y = y;
2187 flash->map = walk->map;
2188 insert_ob_in_map (flash, walk->map, op, 0);
2189 return 1; 2081 return 1;
2190 } 2082 }
2191 2083
2192 disease->destroy (); 2084 disease->destroy ();
2193 } 2085 }
2194 } /* if living creature */ 2086 } /* if living creature */
2195 } /* for range of spaces */ 2087 } /* for range of spaces */
2088
2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2197 return 1; 2090 return 1;
2198} 2091}

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