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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.23 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.30 by pippijn, Thu Mar 1 12:28:16 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
28 29
29#include <global.h> 30#include <global.h>
30#include <object.h> 31#include <object.h>
31#include <living.h> 32#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 33#include <sproto.h>
34#endif
35#include <spells.h> 34#include <spells.h>
36#include <sounds.h> 35#include <sounds.h>
37 36
38/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1;
152 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
153 new_bolt->duration++; 152 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 156 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 158 update_turn_face (new_bolt);
162} 159}
163 160
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
166 */ 163 */
167 164
168void 165void
169move_bolt (object *op) 166move_bolt (object *op)
170{ 167{
171 object *tmp;
172 int mflags; 168 int mflags;
173 sint16 x, y; 169 sint16 x, y;
174 maptile *m; 170 maptile *m;
175 171
176 if (--(op->duration) < 0) 172 if (--op->duration < 0)
177 { 173 {
178 op->destroy (); 174 op->destroy ();
179 return; 175 return;
180 } 176 }
181 177
183 179
184 if (!op->direction) 180 if (!op->direction)
185 return; 181 return;
186 182
187 if (--op->range < 0) 183 if (--op->range < 0)
188 {
189 op->range = 0; 184 op->range = 0;
190 }
191 else 185 else
192 { 186 {
193 x = op->x + DIRX (op); 187 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 188 y = op->y + DIRY (op);
195 m = op->map; 189 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 197 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 198 * will be useful.
205 */ 199 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 201 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 203 return;
211 204
212 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
243 else if (left) 236 else if (left)
244 op->direction = absdir (op->direction + 2); 237 op->direction = absdir (op->direction + 2);
245 else if (right) 238 else if (right)
246 op->direction = absdir (op->direction - 2); 239 op->direction = absdir (op->direction - 2);
247 } 240 }
241
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 243 return;
250 } 244 }
251 else 245 else
252 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 247 object *tmp = op->clone ();
254 248
249 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 252 tmp->duration++;
260 253
261 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 255 * going off in other directions.
263 */ 256 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 257 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
267 forklightning (op, tmp); 259 forklightning (op, tmp);
268 } 260 }
261
269 /* In this way, the object left behind sticks on the space, but 262 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
271 */ 264 */
272 op->range = 0; 265 op->range = 0;
273 } /* copy object and move it along */ 266 } /* copy object and move it along */
338 tmp->y = op->y; 331 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 332 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 333 tmp->map = op->map;
341 } 334 }
342 335
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 336 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 337 move_bolt (tmp);
345 338
346 return 1; 339 return 1;
347} 340}
348 341
359 * At least that is what I think this does. 352 * At least that is what I think this does.
360 */ 353 */
361void 354void
362explosion (object *op) 355explosion (object *op)
363{ 356{
364 object *tmp;
365 maptile *m = op->map; 357 maptile *m = op->map;
366 int i; 358 int i;
367 359
368 if (--(op->duration) < 0) 360 if (--op->duration < 0)
369 { 361 {
370 op->destroy (); 362 op->destroy ();
371 return; 363 return;
372 } 364 }
373 365
379 { 371 {
380 sint16 dx, dy; 372 sint16 dx, dy;
381 373
382 dx = op->x + freearr_x[i]; 374 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
384 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 378 * out of map, etc.
386 */ 379 */
387 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
388 { 381 {
389 tmp = op->clone (); 382 object *tmp = op->clone ();
383
390 tmp->state = 0; 384 tmp->state = 0;
391 tmp->speed_left = -0.21; 385 tmp->speed_left = -0.21;
392 tmp->range--; 386 tmp->range--;
393 tmp->value = 0; 387 tmp->value = 0;
394 tmp->x = dx; 388
395 tmp->y = dy; 389 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 390 }
398 } 391 }
399 } 392 }
400} 393}
401 394
416 return; 409 return;
417 } 410 }
418 411
419 if (op->env) 412 if (op->env)
420 { 413 {
421 object *env;
422
423 env = object_get_env_recursive (op); 414 object *env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 415 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
425 { 416 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 418 op->destroy ();
428 return; 419 return;
429 } 420 }
430 421
431 op->remove (); 422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 423 }
436 else if (out_of_map (op->map, op->x, op->y)) 424 else if (out_of_map (op->map, op->x, op->y))
437 { 425 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 427 op->destroy ();
468 { 456 {
469 op->destroy (); 457 op->destroy ();
470 return; 458 return;
471 } 459 }
472 460
473 tmp->x = op->x;
474 tmp->y = op->y;
475
476 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 463 {
479 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
480 tmp->range = op->range; 465 tmp->range = op->range;
483 } 468 }
484 else 469 else
485 { 470 {
486 if (op->attacktype & AT_MAGIC) 471 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 472 tmp->attacktype |= AT_MAGIC;
473
488 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
501 487
502 /* Prevent recursion */ 488 /* Prevent recursion */
503 op->move_on = 0; 489 op->move_on = 0;
504 490
505 insert_ob_in_map (tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
506 /* remove the firebullet */ 492 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 493 op->destroy ();
510 }
511} 494}
512
513
514 495
515/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
516 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
517 */ 498 */
518
519void 499void
520check_bullet (object *op) 500check_bullet (object *op)
521{ 501{
522 object *tmp; 502 object *tmp;
523 int dam, mflags; 503 int dam, mflags;
612 op->destroy (); 592 op->destroy ();
613 593
614 return; 594 return;
615 } 595 }
616 596
617 op->remove (); 597 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 598 return;
622 599
623 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
624 { 601 {
625 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
700 tmp->y = op->y; 677 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 678 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 679 tmp->map = op->map;
703 } 680 }
704 681
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 682 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 683 check_bullet (tmp);
707 684
708 return 1; 685 return 1;
709} 686}
710 687
722void 699void
723cone_drop (object *op) 700cone_drop (object *op)
724{ 701{
725 object *new_ob = arch_to_object (op->other_arch); 702 object *new_ob = arch_to_object (op->other_arch);
726 703
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 704 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 705 new_ob->set_owner (op->owner);
731 706
732 /* preserve skill ownership */ 707 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 708 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 709 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 710
711 new_ob->insert_at (op, op);
739} 712}
740 713
741/* move_cone: causes cone object 'op' to move a space/hit creatures */ 714/* move_cone: causes cone object 'op' to move a space/hit creatures */
742 715
743void 716void
747 720
748 /* if no map then hit_map will crash so just ignore object */ 721 /* if no map then hit_map will crash so just ignore object */
749 if (!op->map) 722 if (!op->map)
750 { 723 {
751 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 724 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
752 op->speed = 0; 725 op->set_speed (0);
753 update_ob_speed (op);
754 return; 726 return;
755 } 727 }
756 728
757 /* lava saves it's life, but not yours :) */ 729 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 730 if (QUERY_FLAG (op, FLAG_LIFESAVE))
806 778
807 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 779 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
808 { 780 {
809 object *tmp = op->clone (); 781 object *tmp = op->clone ();
810 782
811 tmp->x = x;
812 tmp->y = y;
813
814 tmp->duration = op->duration + 1; 783 tmp->duration = op->duration + 1;
815 784
816 /* Use for spell tracking - see ok_to_put_more() */ 785 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 786 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 787
788 op->map->insert (tmp, x, y, op);
789
819 if (tmp->other_arch) 790 if (tmp->other_arch)
820 cone_drop (tmp); 791 cone_drop (tmp);
821 } 792 }
822 } 793 }
823} 794}
902 success = 1; 873 success = 1;
903 tmp = arch_to_object (spell->other_arch); 874 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 875 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 876 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 877 tmp->level = caster_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 878 tmp->attacktype = spell->attacktype;
910 879
911 /* holy word stuff */ 880 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 882 if (!tailor_god_spell (tmp, op))
950 919
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 920 if (!(tmp->move_type & MOVE_FLY_LOW))
952 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
953 922
954 if (!tmp->move_on && tmp->stats.dam) 923 if (!tmp->move_on && tmp->stats.dam)
955 {
956 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
957 }
958 925
959 insert_ob_in_map (tmp, m, op, 0); 926 m->insert (tmp, sx, sy, op);
960 927
961 /* This is used for tracking spells so that one effect doesn't hit 928 /* This is used for tracking spells so that one effect doesn't hit
962 * a single space too many times. 929 * a single space too many times.
963 */ 930 */
964 tmp->stats.maxhp = tmp->count; 931 tmp->stats.maxhp = tmp->count;
983void 950void
984animate_bomb (object *op) 951animate_bomb (object *op)
985{ 952{
986 int i; 953 int i;
987 object *env, *tmp; 954 object *env, *tmp;
988 archetype *at;
989 955
990 if (op->state != NUM_ANIMATIONS (op) - 1) 956 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 957 return;
992 958
993 env = object_get_env_recursive (op); 959 env = object_get_env_recursive (op);
998 return; 964 return;
999 965
1000 if (env->type == PLAYER) 966 if (env->type == PLAYER)
1001 esrv_del_item (env->contr, op->count); 967 esrv_del_item (env->contr, op->count);
1002 968
1003 op->remove (); 969 if (!(op = op->insert_at (env, op)))
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return; 970 return;
1008 } 971 }
1009 972
1010 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 973 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1011 // on a safe map. I don't like this special casing, but it seems to be neccessary 974 // on a safe map. I don't like this special casing, but it seems to be neccessary
1018 981
1019 /* This copies a lot of the code from the fire bullet, 982 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 983 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 984 * so just set up the appropriate values.
1022 */ 985 */
1023 at = archetype::find (SPLINT); 986 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 987 {
1026 for (i = 1; i < 9; i++) 988 for (i = 1; i < 9; i++)
1027 { 989 {
1028 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 990 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1029 continue; 991 continue;
992
1030 tmp = arch_to_object (at); 993 tmp = arch_to_object (at);
1031 tmp->direction = i; 994 tmp->direction = i;
1032 tmp->range = op->range; 995 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 996 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 997 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 998 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 999 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 1000 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 1001 tmp->skill = op->skill;
1040 } 1002
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1003 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 1004 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 1005
1044 tmp->y = op->y + freearr_x[i]; 1006 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1045 insert_ob_in_map (tmp, op->map, op, 0);
1046 move_bullet (tmp); 1007 move_bullet (tmp);
1047 } 1008 }
1048 } 1009 }
1049 1010
1050 explode_bullet (op); 1011 explode_bullet (op);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1034 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1035 tmp->attacktype = spell->attacktype;
1075 1036
1076 tmp->set_owner (op); 1037 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1038 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1039
1079 tmp->y = dy; 1040 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1041 return 1;
1082} 1042}
1083 1043
1084/**************************************************************************** 1044/****************************************************************************
1085 * 1045 *
1228 1188
1229 effect->set_owner (op); 1189 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1231 1191
1232 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1193 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1194
1237 return 1; 1195 return 1;
1238} 1196}
1239 1197
1240 1198
1295 { 1253 {
1296 op->destroy (); 1254 op->destroy ();
1297 return; 1255 return;
1298 } 1256 }
1299 1257
1300 op->x = new_x;
1301 op->y = new_y;
1302 op->map = m;
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1258 i = spell_find_dir (m, new_x, new_y, op->owner);
1304 if (i > 0 && i != op->direction) 1259 if (i > 0 && i != op->direction)
1305 { 1260 {
1306 op->direction = i; 1261 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1262 SET_ANIMATION (op, op->direction);
1308 } 1263 }
1309 1264
1310 insert_ob_in_map (op, op->map, op, 0); 1265 m->insert (op, new_x, new_y, op);
1311} 1266}
1312 1267
1313/**************************************************************************** 1268/****************************************************************************
1314 * Destruction 1269 * Destruction
1315 ****************************************************************************/ 1270 ****************************************************************************/
1393 for (j = -range; j < range; j++) 1348 for (j = -range; j < range; j++)
1394 { 1349 {
1395 m = op->map; 1350 m = op->map;
1396 sx = op->x + i; 1351 sx = op->x + i;
1397 sy = op->y + j; 1352 sy = op->y + j;
1353
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1354 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1355 if (mflags & P_OUT_OF_MAP)
1400 continue; 1356 continue;
1357
1401 if (mflags & P_IS_ALIVE) 1358 if (mflags & P_IS_ALIVE)
1402 { 1359 {
1403 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1362 break;
1407 } 1363
1408 if (tmp) 1364 if (tmp)
1409 { 1365 {
1410 if (tmp->head) 1366 if (tmp->head)
1411 tmp = tmp->head; 1367 tmp = tmp->head;
1412 1368
1415 { 1371 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1372 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1373 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1419 if (spell_ob->other_arch) 1375 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1376 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1377 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1378 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 { 1379 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1380 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1381 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 } 1382 }
1438 } 1383 }
1439 } 1384 }
1440 } 1385 }
1441 } 1386 }
1442 } 1387 }
1388
1443 op->skill = skill; 1389 op->skill = skill;
1444 return 1; 1390 return 1;
1445} 1391}
1446 1392
1447/*************************************************************************** 1393/***************************************************************************
1535 insert_ob_in_ob (force, tmp); 1481 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1482 tmp->update_stats ();
1537 return 1; 1483 return 1;
1538 1484
1539} 1485}
1540
1541 1486
1542/********************************************************************** 1487/**********************************************************************
1543 * mood change 1488 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1489 * Arguably, this may or may not be an attack spell. But since it
1545 * effects monsters, it seems best to put it into this file 1490 * effects monsters, it seems best to put it into this file
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1520 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1521 race = god->race;
1577 else 1522 else
1578 race = spell->race; 1523 race = spell->race;
1579 1524
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1525 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1526 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1527 {
1584
1585 done_one = 0; 1528 done_one = 0;
1586 m = op->map; 1529 m = op->map;
1587 nx = x; 1530 nx = x;
1588 ny = y; 1531 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1532 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1535
1593 /* If there is nothing living on this space, no need to go further */ 1536 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1537 if (!(mflags & P_IS_ALIVE))
1595 continue; 1538 continue;
1596 1539
1540 // players can only affect spaces that they can actually see
1541 if (caster && caster->contr
1542 && caster->contr->visibility_at (m, nx, ny) < 70)
1543 continue;
1544
1597 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1545 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1546 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1547 break;
1600 1548
1601 /* There can be living objects that are not monsters */ 1549 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1550 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1557 head = tmp;
1610 1558
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1559 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1560 if (race && head->race && !strstr (race, head->race))
1613 continue; 1561 continue;
1562
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1563 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1564 continue;
1616 1565
1617 /* Now do a bunch of stuff related to saving throws */ 1566 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1567 best_at = -1;
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1604 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1605 /* Failed, no effect */
1657 continue; 1606 continue;
1658 } 1607 }
1659 1608
1660 /* Done with saving throw. Now start effecting the monster */ 1609 /* Done with saving throw. Now start affecting the monster */
1661 1610
1662 /* aggravation */ 1611 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1612 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1613 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1614 CLEAR_FLAG (head, FLAG_SLEEP);
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1631 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1632 {
1684 SET_FLAG (head, FLAG_BERSERK); 1633 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1634 done_one = 1;
1686 } 1635 }
1636
1687 /* charm */ 1637 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1638 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1639 {
1690 SET_FLAG (head, FLAG_FRIENDLY);
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1640 /* Prevent uncontolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile. 1641 Typical use case is charm, go somwhere, use aggravation to make hostile.
1693 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1642 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1643 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1644 head->set_owner (op);
1701 head->stats.exp = 0; 1650 head->stats.exp = 0;
1702 } 1651 }
1703 1652
1704 /* If a monster was effected, put an effect in */ 1653 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1654 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1655 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */ 1656 } /* for y */
1713 1657
1714 return 1; 1658 return 1;
1715} 1659}
1716 1660
1767 nx = op->x; 1711 nx = op->x;
1768 ny = op->y; 1712 ny = op->y;
1769 m = op->map; 1713 m = op->map;
1770 } 1714 }
1771 1715
1772 op->remove (); 1716 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1717
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1718 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1719 surrounding squares */
1779 1720
1780 /* loop over current square and neighbors to hit. 1721 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1722 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1723 * the surround spaces.
1783 */ 1724 */
1784 for (j = 0; j < 9; j++) 1725 for (j = 0; j < 9; j++)
1785 { 1726 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1727 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1728 hy = ny + freearr_y[j];
1790 1729
1791 m = op->map; 1730 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806 1745
1807 } 1746 }
1808 1747
1809 /* insert the other arch */ 1748 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 { 1750 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1751 }
1818 1752
1819 /* restore to the center location and damage */ 1753 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1754 op->stats.dam = dam_save;
1821 1755
1824 if (i >= 0) 1758 if (i >= 0)
1825 { /* we have a preferred direction! */ 1759 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1760 /* pick another direction if the preferred dir is blocked. */
1827 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1761 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1762 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1763 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1764
1832 op->direction = i; 1765 op->direction = i;
1833 } 1766 }
1834} 1767}
1835 1768
1836 1769
1966 1899
1967 if (!spell->other_arch) 1900 if (!spell->other_arch)
1968 return 0; 1901 return 0;
1969 1902
1970 tmp = get_archetype (SWARM_SPELL); 1903 tmp = get_archetype (SWARM_SPELL);
1971 tmp->x = op->x;
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1905 set_spell_skill (op, caster, spell, tmp);
1975 1906
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1908 tmp->spell = arch_to_object (spell->other_arch);
1978 1909
1979 tmp->attacktype = tmp->spell->attacktype; 1910 tmp->attacktype = tmp->spell->attacktype;
1980 1911
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1913 if (!tailor_god_spell (tmp, op))
1984 return 1; 1914 return 1;
1985 } 1915
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1916 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1917 for (i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1919
1990 tmp->direction = dir; 1920 tmp->direction = dir;
1991 tmp->invisible = 1; 1921 tmp->invisible = 1;
1992 insert_ob_in_map (tmp, op->map, op, 0); 1922
1923 tmp->insert_at (op, op);
1993 return 1; 1924 return 1;
1994} 1925}
1995 1926
1996 1927
1997/* See the spells documentation file for why this is its own 1928/* See the spells documentation file for why this is its own
2057 { 1988 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1989 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1990 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1991 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1992 }
2062 tmp->x = x; 1993
2063 tmp->y = y; 1994 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1995 return 1;
2066} 1996}
2067 1997
2068 1998
2069 1999
2177 if (disease->stats.sp) 2107 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2108 disease->stats.sp -= dam_mod;
2179 2109
2180 if (infect_object (walk, disease, 1)) 2110 if (infect_object (walk, disease, 1))
2181 { 2111 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2112 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2113
2186 disease->destroy (); /* don't need this one anymore */ 2114 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2116 return 1;
2193 } 2117 }
2194 2118
2195 disease->destroy (); 2119 disease->destroy ();
2196 } 2120 }
2197 } /* if living creature */ 2121 } /* if living creature */
2198 } /* for range of spaces */ 2122 } /* for range of spaces */
2123
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2124 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2125 return 1;
2201} 2126}

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