ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.45 by root, Wed Aug 1 00:26:03 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
57 { 55 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 58 }
61 59
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 61 {
64 int num_sections = 1; 62 int num_sections = 1;
65 63
66 /* don't move DM */ 64 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
140 138
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 140 return;
143 141
144 /* OK, we made a fork */ 142 /* OK, we made a fork */
145 new_bolt = get_object (); 143 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 144
148 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
154 new_bolt->duration++; 151 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 155 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
163} 158}
164 159
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
167 */ 162 */
168 163
169void 164void
170move_bolt (object *op) 165move_bolt (object *op)
171{ 166{
172 object *tmp;
173 int mflags; 167 int mflags;
174 sint16 x, y; 168 sint16 x, y;
175 maptile *m; 169 maptile *m;
176 170
177 if (--(op->duration) < 0) 171 if (--op->duration < 0)
178 { 172 {
179 op->remove ();
180 op->destroy (0); 173 op->destroy ();
181 return; 174 return;
182 } 175 }
183 176
184 hit_map (op, 0, op->attacktype, 1); 177 hit_map (op, 0, op->attacktype, 1);
185 178
186 if (!op->direction) 179 if (!op->direction)
187 return; 180 return;
188 181
189 if (--op->range < 0) 182 if (--op->range < 0)
190 {
191 op->range = 0; 183 op->range = 0;
192 }
193 else 184 else
194 { 185 {
195 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
197 m = op->map; 188 m = op->map;
205 * 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
206 * will be useful. 197 * will be useful.
207 */ 198 */
208 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)))
209 { 200 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 202 return;
213 203
214 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
245 else if (left) 235 else if (left)
246 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
247 else if (right) 237 else if (right)
248 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
249 } 239 }
240
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 242 return;
252 } 243 }
253 else 244 else
254 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 246 object *tmp = op->clone ();
256 copy_object (op, tmp); 247
248 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* 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 */
261 tmp->duration++; 251 tmp->duration++;
262 252
263 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 254 * going off in other directions.
265 */ 255 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
269 forklightning (op, tmp); 258 forklightning (op, tmp);
270 } 259 }
260
271 /* 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
272 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
273 */ 263 */
274 op->range = 0; 264 op->range = 0;
275 } /* copy object and move it along */ 265 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 273 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
285 * pointers. 275 * pointers.
286 */ 276 */
287
288int 277int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 279{
291 object *tmp = NULL; 280 object *tmp = NULL;
292 int mflags; 281 int mflags;
310 299
311 tmp->direction = dir; 300 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 302 SET_ANIMATION (tmp, dir);
314 303
315 set_owner (tmp, op); 304 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
317 306
318 tmp->x = op->x + DIRX (tmp); 307 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 308 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 309 tmp->map = op->map;
321 310
311 maptile *newmap;
322 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);
323 if (mflags & P_OUT_OF_MAP) 313 if (mflags & P_OUT_OF_MAP)
324 { 314 {
325 tmp->destroy (0); 315 tmp->destroy ();
326 return 0; 316 return 0;
327 } 317 }
318
319 tmp->map = newmap;
320
328 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)))
329 { 322 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 324 {
332 tmp->destroy (0); 325 tmp->destroy ();
333 return 0; 326 return 0;
334 } 327 }
328
335 tmp->x = op->x; 329 tmp->x = op->x;
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 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 336 move_bolt (tmp);
337
342 return 1; 338 return 1;
343} 339}
344
345
346 340
347/*************************************************************************** 341/***************************************************************************
348 * 342 *
349 * BULLET/BALL CODE 343 * BULLET/BALL CODE
350 * 344 *
355 * At least that is what I think this does. 349 * At least that is what I think this does.
356 */ 350 */
357void 351void
358explosion (object *op) 352explosion (object *op)
359{ 353{
360 object *tmp;
361 maptile *m = op->map; 354 maptile *m = op->map;
362 int i; 355 int i;
363 356
364 if (--(op->duration) < 0) 357 if (--op->duration < 0)
365 { 358 {
366 op->remove ();
367 op->destroy (0); 359 op->destroy ();
368 return; 360 return;
369 } 361 }
362
370 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
371 364
372 if (op->range > 0) 365 if (op->range > 0)
373 { 366 {
374 for (i = 1; i < 9; i++) 367 for (i = 1; i < 9; i++)
375 { 368 {
376 sint16 dx, dy; 369 sint16 dx, dy;
377 370
378 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
380 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 375 * out of map, etc.
382 */ 376 */
383 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))
384 { 378 {
385 tmp = get_object (); 379 object *tmp = op->clone ();
386 copy_object (op, tmp); 380
387 tmp->state = 0; 381 tmp->state = 0;
388 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
389 tmp->range--; 383 tmp->range--;
390 tmp->value = 0; 384 tmp->value = 0;
391 tmp->x = dx; 385
392 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 387 }
395 } 388 }
396 } 389 }
397} 390}
398
399 391
400/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
402 * explode. 394 * explode.
403 */ 395 */
407 object *tmp, *owner; 399 object *tmp, *owner;
408 400
409 if (op->other_arch == NULL) 401 if (op->other_arch == NULL)
410 { 402 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 op->remove ();
413 op->destroy (0); 404 op->destroy ();
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->remove ();
426 op->destroy (0); 414 op->destroy ();
427 return; 415 return;
428 } 416 }
429 op->remove (); 417
430 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
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->remove ();
438 op->destroy (0); 423 op->destroy ();
439 return; 424 return;
440 } 425 }
441 426
442 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
443 // NOTE: If this breaks something important: remove this. I can't think of anything 428 // NOTE: If this breaks something important: remove this. I can't think of anything
444 // bad at the moment that might happen from this. 429 // bad at the moment that might happen from this.
445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 { 431 {
447 op->remove ();
448 op->destroy (0); 432 op->destroy ();
449 return; 433 return;
450 } 434 }
451 435
452 if (op->attacktype) 436 if (op->attacktype)
453 { 437 {
457 } 441 }
458 442
459 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
461 445
462 copy_owner (tmp, op); 446 tmp->set_owner (op);
463 tmp->skill = op->skill; 447 tmp->skill = op->skill;
464 448
465 owner = get_owner (op); 449 owner = op->owner;
466 450
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
468 { 452 {
469 op->remove ();
470 op->destroy (0); 453 op->destroy ();
471 return; 454 return;
472 } 455 }
473
474 tmp->x = op->x;
475 tmp->y = op->y;
476 456
477 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 459 {
480 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
484 } 464 }
485 else 465 else
486 { 466 {
487 if (op->attacktype & AT_MAGIC) 467 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 468 tmp->attacktype |= AT_MAGIC;
469
489 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
493 /* 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 -
501 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
502 483
503 /* Prevent recursion */ 484 /* Prevent recursion */
504 op->move_on = 0; 485 op->move_on = 0;
505 486
506 insert_ob_in_map (tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
507 /* remove the firebullet */ 490 /* remove the firebullet */
508 if (!op->destroyed ())
509 {
510 op->remove ();
511 op->destroy (0); 491 op->destroy ();
512 }
513} 492}
514
515
516 493
517/* 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
518 * (eg, explode, damage player, etc) 495 * (eg, explode, damage player, etc)
519 */ 496 */
520
521void 497void
522check_bullet (object *op) 498check_bullet (object *op)
523{ 499{
524 object *tmp; 500 object *tmp;
525 int dam, mflags; 501 int dam, mflags;
540 516
541 /* 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 */
542 if (!(mflags & P_IS_ALIVE)) 518 if (!(mflags & P_IS_ALIVE))
543 return; 519 return;
544 520
545 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)
546 { 522 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
548 { 524 {
549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 527 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 { 529 {
554 op->remove ();
555 op->destroy (0); 530 op->destroy ();
556 return; 531 return;
557 } 532 }
558 } 533 }
559 } 534 }
560 } 535 }
561} 536}
562
563 537
564/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 539 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
568 */ 542 */
569
570void 543void
571move_bullet (object *op) 544move_bullet (object *op)
572{ 545{
573 sint16 new_x, new_y; 546 sint16 new_x, new_y;
574 int mflags; 547 int mflags;
589 562
590 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 564 if (--op->range <= 0)
592 { 565 {
593 if (op->other_arch) 566 if (op->other_arch)
594 {
595 explode_bullet (op); 567 explode_bullet (op);
596 }
597 else 568 else
598 {
599 op->remove ();
600 op->destroy (0); 569 op->destroy ();
601 } 570
602 return; 571 return;
603 } 572 }
604 573
605 new_x = op->x + DIRX (op); 574 new_x = op->x + DIRX (op);
606 new_y = op->y + DIRY (op); 575 new_y = op->y + DIRY (op);
607 m = op->map; 576 m = op->map;
608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
609 578
610 if (mflags & P_OUT_OF_MAP) 579 if (mflags & P_OUT_OF_MAP)
611 { 580 {
612 op->remove ();
613 op->destroy (0); 581 op->destroy ();
614 return; 582 return;
615 } 583 }
616 584
617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 { 586 {
619 if (op->other_arch) 587 if (op->other_arch)
620 {
621 explode_bullet (op); 588 explode_bullet (op);
622 }
623 else 589 else
624 {
625 op->remove ();
626 op->destroy (0); 590 op->destroy ();
627 }
628 return;
629 }
630 591
631 op->remove (); 592 return;
632 op->x = new_x; 593 }
633 op->y = new_y; 594
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 595 if (!(op = m->insert (op, new_x, new_y, op)))
635 return; 596 return;
636 597
637 if (reflwall (op->map, op->x, op->y, op)) 598 if (reflwall (op->map, op->x, op->y, op))
638 { 599 {
639 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 601 update_turn_face (op);
641 } 602 }
642 else 603 else
643 {
644 check_bullet (op); 604 check_bullet (op);
645 }
646} 605}
647
648
649
650 606
651/* fire_bullet 607/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 611 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
657 * pointers. 613 * pointers.
658 */ 614 */
659
660int 615int
661fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 617{
663 object *tmp = NULL; 618 object *tmp = NULL;
664 int mflags; 619 int mflags;
685 640
686 tmp->direction = dir; 641 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
688 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
689 644
690 set_owner (tmp, op); 645 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
692 647
693 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
694 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
695 tmp->map = op->map; 650 tmp->map = op->map;
696 651
652 maptile *newmap;
697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
698 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
699 { 655 {
700 tmp->destroy (0); 656 tmp->destroy ();
701 return 0; 657 return 0;
702 } 658 }
659
660 tmp->map = newmap;
661
703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 { 663 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 { 665 {
707 tmp->destroy (0); 666 tmp->destroy ();
708 return 0; 667 return 0;
709 } 668 }
669
710 tmp->x = op->x; 670 tmp->x = op->x;
711 tmp->y = op->y; 671 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 673 tmp->map = op->map;
714 } 674 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 675
716 { 676 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 677 check_bullet (tmp);
718 } 678
719 return 1; 679 return 1;
720} 680}
721
722
723
724 681
725/***************************************************************************** 682/*****************************************************************************
726 * 683 *
727 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
728 * 685 *
729 *****************************************************************************/ 686 *****************************************************************************/
730 687
731
732/* 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" */
733void 689void
734cone_drop (object *op) 690cone_drop (object *op)
735{ 691{
736 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
737 693
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 694 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 695 new_ob->set_owner (op->owner);
742 696
743 /* preserve skill ownership */ 697 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 700
701 new_ob->insert_at (op, op);
750} 702}
751 703
752/* 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 */
753 705
754void 706void
758 710
759 /* if no map then hit_map will crash so just ignore object */ 711 /* if no map then hit_map will crash so just ignore object */
760 if (!op->map) 712 if (!op->map)
761 { 713 {
762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
763 op->speed = 0; 715 op->set_speed (0);
764 update_ob_speed (op);
765 return; 716 return;
766 } 717 }
767 718
768 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
775#if 0 726#if 0
776 /* Disable this - enabling it makes monsters easier, as 727 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 728 * when their cone dies when they die.
778 */ 729 */
779 /* If no owner left, the spell dies out. */ 730 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 731 if (op->owner == NULL)
781 { 732 {
782 op->remove ();
783 op->destroy (0); 733 op->destroy ();
784 return; 734 return;
785 } 735 }
786#endif 736#endif
787 737
788 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
797 if (op->destroyed ()) 747 if (op->destroyed ())
798 return; 748 return;
799 749
800 if ((op->duration--) < 0) 750 if ((op->duration--) < 0)
801 { 751 {
802 op->remove ();
803 op->destroy (0); 752 op->destroy ();
804 return; 753 return;
805 } 754 }
806 /* Object has hit maximum range, so don't have it move 755 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 756 * any further. When the duration above expires,
808 * then the object will get removed. 757 * then the object will get removed.
817 { 766 {
818 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
819 768
820 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))
821 { 770 {
822 object *tmp = get_object (); 771 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 772
828 tmp->duration = op->duration + 1; 773 tmp->duration = op->duration + 1;
829 774
830 /* Use for spell tracking - see ok_to_put_more() */ 775 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 776 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 777
778 op->map->insert (tmp, x, y, op);
779
833 if (tmp->other_arch) 780 if (tmp->other_arch)
834 cone_drop (tmp); 781 cone_drop (tmp);
835 } 782 }
836 } 783 }
837} 784}
870 817
871 /* 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
872 * 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
873 * insert it into is blocked. 820 * insert it into is blocked.
874 */ 821 */
875 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
876 823
877 for (i = range_min; i <= range_max; i++) 824 for (i = range_min; i <= range_max; i++)
878 { 825 {
879 sint16 x, y, d; 826 sint16 x, y, d;
880 827
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 861 continue;
915 862
916 success = 1; 863 success = 1;
917 tmp = arch_to_object (spell->other_arch); 864 tmp = arch_to_object (spell->other_arch);
918 set_owner (tmp, op); 865 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 866 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 867 tmp->level = caster_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 868 tmp->attacktype = spell->attacktype;
924 869
925 /* holy word stuff */ 870 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 872 if (!tailor_god_spell (tmp, op))
961 else 906 else
962 tmp->duration += caster->level / 3; 907 tmp->duration += caster->level / 3;
963 } 908 }
964 909
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
966 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);
967 912
968 if (!tmp->move_on && tmp->stats.dam) 913 if (!tmp->move_on && tmp->stats.dam)
969 {
970 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);
971 }
972 915
973 insert_ob_in_map (tmp, m, op, 0); 916 m->insert (tmp, sx, sy, op);
974 917
975 /* 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
976 * a single space too many times. 919 * a single space too many times.
977 */ 920 */
978 tmp->stats.maxhp = tmp->count; 921 tmp->stats.maxhp = tmp->count;
988 * 931 *
989 * BOMB related code 932 * BOMB related code
990 * 933 *
991 ****************************************************************************/ 934 ****************************************************************************/
992 935
993
994/* This handles an exploding bomb. 936/* This handles an exploding bomb.
995 * op is the original bomb object. 937 * op is the original bomb object.
996 */ 938 */
997void 939void
998animate_bomb (object *op) 940animate_bomb (object *op)
999{ 941{
1000 int i; 942 int i;
1001 object *env, *tmp; 943 object *env, *tmp;
1002 archetype *at;
1003 944
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 946 return;
1006 947
1007 env = object_get_env_recursive (op); 948 env = object_get_env_recursive (op);
1012 return; 953 return;
1013 954
1014 if (env->type == PLAYER) 955 if (env->type == PLAYER)
1015 esrv_del_item (env->contr, op->count); 956 esrv_del_item (env->contr, op->count);
1016 957
1017 op->remove (); 958 if (!(op = op->insert_at (env, op)))
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return; 959 return;
1022 } 960 }
1023 961
1024 // 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
1025 // 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
1026 // as bombs can be carried. 964 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 { 966 {
1029 op->remove ();
1030 op->destroy (0); 967 op->destroy ();
1031 return; 968 return;
1032 } 969 }
1033 970
1034 /* This copies a lot of the code from the fire bullet, 971 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 972 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 973 * so just set up the appropriate values.
1037 */ 974 */
1038 at = archetype::find (SPLINT); 975 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 976 {
1041 for (i = 1; i < 9; i++) 977 for (i = 1; i < 9; i++)
1042 { 978 {
1043 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]))
1044 continue; 980 continue;
981
1045 tmp = arch_to_object (at); 982 tmp = arch_to_object (at);
1046 tmp->direction = i; 983 tmp->direction = i;
1047 tmp->range = op->range; 984 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 985 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 986 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 987 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 988 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 989 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 990 tmp->skill = op->skill;
1055 } 991
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1057 SET_ANIMATION (tmp, i); 993 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 994
1059 tmp->y = op->y + freearr_x[i]; 995 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1060 insert_ob_in_map (tmp, op->map, op, 0);
1061 move_bullet (tmp); 996 move_bullet (tmp);
1062 } 997 }
1063 } 998 }
1064 999
1065 explode_bullet (op); 1000 explode_bullet (op);
1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1024 tmp->attacktype = spell->attacktype;
1090 1025
1091 set_owner (tmp, op); 1026 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1027 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1028
1094 tmp->y = dy; 1029 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1030 return 1;
1097} 1031}
1098 1032
1099/**************************************************************************** 1033/****************************************************************************
1100 * 1034 *
1109 * dir is the direction to look in. 1043 * dir is the direction to look in.
1110 * range is how far out to look. 1044 * range is how far out to look.
1111 * 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.
1112 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1113 */ 1047 */
1114
1115object * 1048object *
1116get_pointed_target (object *op, int dir, int range, int type) 1049get_pointed_target (object *op, int dir, int range, int type)
1117{ 1050{
1118 object *target; 1051 object *target;
1119 sint16 x, y; 1052 sint16 x, y;
1138 return NULL; 1071 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1073 return NULL;
1141 1074
1142 if (mflags & P_IS_ALIVE) 1075 if (mflags & P_IS_ALIVE)
1143 {
1144 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)
1145 { 1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1078 return target;
1149 }
1150 }
1151 }
1152 } 1079 }
1080
1153 return NULL; 1081 return NULL;
1154} 1082}
1155
1156 1083
1157/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1159 * usual params - 1086 * usual params -
1160 * op = player 1087 * op = player
1161 * caster = object casting the spell. 1088 * caster = object casting the spell.
1162 * dir = direction being cast 1089 * dir = direction being cast
1163 * spell = spell object 1090 * spell = spell object
1164 */ 1091 */
1165
1166int 1092int
1167cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{ 1094{
1169 object *effect, *target; 1095 object *effect, *target;
1170 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1216 if (effect->attacktype & AT_DEATH) 1142 if (effect->attacktype & AT_DEATH)
1217 { 1143 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1145
1220 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1223 { 1148 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1149 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1150 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1152 effect->x = op->x;
1229 } 1154 }
1230 else 1155 else
1231 { 1156 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1233 target->stats.hp = target->stats.maxhp * 2; 1158 target->stats.hp = target->stats.maxhp * 2;
1234 effect->destroy (0); 1159 effect->destroy ();
1235 return 0; 1160 return 0;
1236 } 1161 }
1237 } 1162 }
1238 } 1163 }
1239 else 1164 else
1240 { 1165 {
1241 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1167 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1243 } 1168 }
1244 1169
1245 set_owner (effect, op); 1170 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1247 1172
1248 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1174 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1175
1253 return 1; 1176 return 1;
1254} 1177}
1255 1178
1256 1179
1270 sint16 new_x, new_y; 1193 sint16 new_x, new_y;
1271 maptile *m; 1194 maptile *m;
1272 1195
1273 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1274 { 1197 {
1275 op->remove ();
1276 op->destroy (0); 1198 op->destroy ();
1277 return; 1199 return;
1278 } 1200 }
1279 1201
1280 owner = get_owner (op); 1202 owner = op->owner;
1281#if 0 1203#if 0
1282 /* It'd make things nastier if this wasn't here - spells cast by 1204 /* It'd make things nastier if this wasn't here - spells cast by
1283 * monster that are then killed would continue to survive 1205 * monster that are then killed would continue to survive
1284 */ 1206 */
1285 if (owner == NULL) 1207 if (owner == NULL)
1286 { 1208 {
1287 op->remove ();
1288 op->destroy (0); 1209 op->destroy ();
1289 return; 1210 return;
1290 } 1211 }
1291#endif 1212#endif
1292 1213
1293 new_x = op->x + DIRX (op); 1214 new_x = op->x + DIRX (op);
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1221 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1222 /* Basically, missile only hits one thing then goes away.
1302 * we need to remove it if someone hasn't already done so. 1223 * we need to remove it if someone hasn't already done so.
1303 */ 1224 */
1304 if (!op->destroyed ()) 1225 if (!op->destroyed ())
1305 op->destroy (0); 1226 op->destroy ();
1306 1227
1307 return; 1228 return;
1308 } 1229 }
1309 1230
1310 op->remove (); 1231 op->remove ();
1311 1232
1312 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 { 1234 {
1314 op->destroy (0); 1235 op->destroy ();
1315 return; 1236 return;
1316 } 1237 }
1317 1238
1318 op->x = new_x; 1239 i = spell_find_dir (m, new_x, new_y, op->owner);
1319 op->y = new_y;
1320 op->map = m;
1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1322 if (i > 0 && i != op->direction) 1240 if (i > 0 && i != op->direction)
1323 { 1241 {
1324 op->direction = i; 1242 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1326 } 1244 }
1327 1245
1328 insert_ob_in_map (op, op->map, op, 0); 1246 m->insert (op, new_x, new_y, op);
1329} 1247}
1330 1248
1331/**************************************************************************** 1249/****************************************************************************
1332 * Destruction 1250 * Destruction
1333 ****************************************************************************/ 1251 ****************************************************************************/
1336 * we do this by creating a force and inserting it in the 1254 * we do this by creating a force and inserting it in the
1337 * object. if time is 0, the object glows permanently. To truely 1255 * object. if time is 0, the object glows permanently. To truely
1338 * make this work for non-living objects, we would have to 1256 * make this work for non-living objects, we would have to
1339 * give them the capability to have an inventory. b.t. 1257 * give them the capability to have an inventory. b.t.
1340 */ 1258 */
1341
1342int 1259int
1343make_object_glow (object *op, int radius, int time) 1260make_object_glow (object *op, int radius, int time)
1344{ 1261{
1345 object *tmp;
1346
1347 /* some things are unaffected... */ 1262 /* some things are unaffected... */
1348 if (op->path_denied & PATH_LIGHT) 1263 if (op->path_denied & PATH_LIGHT)
1349 return 0; 1264 return 0;
1350 1265
1351 tmp = get_archetype (FORCE_NAME); 1266 object *tmp = get_archetype (FORCE_NAME);
1352 tmp->speed = 0.01; 1267 tmp->speed = 0.01;
1353 tmp->stats.food = time; 1268 tmp->stats.food = time;
1354 SET_FLAG (tmp, FLAG_IS_USED_UP); 1269 SET_FLAG (tmp, FLAG_IS_USED_UP);
1355 tmp->glow_radius = radius; 1270 tmp->glow_radius = radius;
1356 if (tmp->glow_radius > MAX_LIGHT_RADII) 1271 if (tmp->glow_radius > MAX_LIGHT_RADII)
1357 tmp->glow_radius = MAX_LIGHT_RADII; 1272 tmp->glow_radius = MAX_LIGHT_RADII;
1358 1273
1359 tmp->x = op->x;
1360 tmp->y = op->y;
1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1363 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1364 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1365 op->glow_radius = tmp->glow_radius; 1277 op->glow_radius = tmp->glow_radius;
1366 1278
1367 if (!tmp->env || op != tmp->env)
1368 {
1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1370 return 0;
1371 }
1372 return 1; 1279 return 1;
1373} 1280}
1374
1375
1376
1377 1281
1378int 1282int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1284{
1381 int i, j, range, mflags, friendly = 0, dam, dur; 1285 int i, j, range, mflags, friendly = 0, dam, dur;
1402 else if (caster->skill) 1306 else if (caster->skill)
1403 op->skill = caster->skill; 1307 op->skill = caster->skill;
1404 else 1308 else
1405 op->skill = NULL; 1309 op->skill = NULL;
1406 1310
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1311 op->change_skill (find_skill_by_name (op, op->skill));
1408 1312
1409 for (i = -range; i < range; i++) 1313 for (i = -range; i < range; i++)
1410 { 1314 {
1411 for (j = -range; j < range; j++) 1315 for (j = -range; j < range; j++)
1412 { 1316 {
1413 m = op->map; 1317 m = op->map;
1414 sx = op->x + i; 1318 sx = op->x + i;
1415 sy = op->y + j; 1319 sy = op->y + j;
1320
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1321 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP) 1322 if (mflags & P_OUT_OF_MAP)
1418 continue; 1323 continue;
1324
1419 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1420 { 1326 {
1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1327 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1422 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1328 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1424 break; 1329 break;
1425 } 1330
1426 if (tmp) 1331 if (tmp)
1427 { 1332 {
1428 if (tmp->head) 1333 if (tmp->head)
1429 tmp = tmp->head; 1334 tmp = tmp->head;
1430 1335
1433 { 1338 {
1434 if (spell_ob->subtype == SP_DESTRUCTION) 1339 if (spell_ob->subtype == SP_DESTRUCTION)
1435 { 1340 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1341 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1437 if (spell_ob->other_arch) 1342 if (spell_ob->other_arch)
1438 {
1439 tmp = arch_to_object (spell_ob->other_arch); 1343 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1344 }
1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1345 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1446 { 1346 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1347 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1449 object *effect = arch_to_object (spell_ob->other_arch); 1348 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 } 1349 }
1456 } 1350 }
1457 } 1351 }
1458 } 1352 }
1459 } 1353 }
1460 } 1354 }
1355
1461 op->skill = skill; 1356 op->skill = skill;
1462 return 1; 1357 return 1;
1463} 1358}
1464 1359
1465/*************************************************************************** 1360/***************************************************************************
1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1420 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1421 }
1527 return 1; 1422 return 1;
1528 } 1423 }
1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1425 force->speed = 1.f;
1531 force->speed_left = -1.0; 1426 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1533 1428
1534 if (god) 1429 if (god)
1535 { 1430 {
1536 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1549 force->stats.ac = spell_ob->stats.ac; 1444 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1445 force->stats.wc = spell_ob->stats.wc;
1551 1446
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1447 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1448 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1449 tmp->update_stats ();
1555 return 1; 1450 return 1;
1556 1451
1557} 1452}
1558
1559 1453
1560/********************************************************************** 1454/**********************************************************************
1561 * mood change 1455 * mood change
1562 * Arguably, this may or may not be an attack spell. But since it 1456 * Arguably, this may or may not be an attack spell. But since it
1563 * effects monsters, it seems best to put it into this file 1457 * effects monsters, it seems best to put it into this file
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1487 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race; 1488 race = god->race;
1595 else 1489 else
1596 race = spell->race; 1490 race = spell->race;
1597 1491
1598
1599 for (x = op->x - range; x <= op->x + range; x++) 1492 for (x = op->x - range; x <= op->x + range; x++)
1600 for (y = op->y - range; y <= op->y + range; y++) 1493 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1494 {
1602
1603 done_one = 0; 1495 done_one = 0;
1604 m = op->map; 1496 m = op->map;
1605 nx = x; 1497 nx = x;
1606 ny = y; 1498 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1610 1502
1611 /* If there is nothing living on this space, no need to go further */ 1503 /* If there is nothing living on this space, no need to go further */
1612 if (!(mflags & P_IS_ALIVE)) 1504 if (!(mflags & P_IS_ALIVE))
1613 continue; 1505 continue;
1614 1506
1507 // players can only affect spaces that they can actually see
1508 if (caster && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70)
1510 continue;
1511
1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1616 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1513 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break; 1514 break;
1618 1515
1619 /* There can be living objects that are not monsters */ 1516 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1517 if (!tmp || tmp->type == PLAYER)
1627 head = tmp; 1524 head = tmp;
1628 1525
1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1630 if (race && head->race && !strstr (race, head->race)) 1527 if (race && head->race && !strstr (race, head->race))
1631 continue; 1528 continue;
1529
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue; 1531 continue;
1634 1532
1635 /* Now do a bunch of stuff related to saving throws */ 1533 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1534 best_at = -1;
1653 at -= level / 5; 1551 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1552 if (did_make_save (head, head->level, at))
1655 continue; 1553 continue;
1656 } 1554 }
1657 else /* spell->attacktype */ 1555 else /* spell->attacktype */
1658 /*
1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1660 * if spell level < monster level, no go
1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1662
1663 The chance will then be in the range [20-70] percent, not too bad.
1664
1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1666 charm a level 125 monster...
1667
1668 Ryo, august 14th
1669 */
1670 { 1556 {
1557 /*
1558 Spell has no attacktype (charm & such), so we'll have a specific saving:
1559 * if spell level < monster level, no go
1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561
1562 The chance will then be in the range [20-70] percent, not too bad.
1563
1564 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565 charm a level 125 monster...
1566
1567 Ryo, august 14th
1568 */
1671 if (head->level > level) 1569 if (head->level > level)
1672 continue; 1570 continue;
1571
1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1674 /* Failed, no effect */ 1573 /* Failed, no effect */
1675 continue; 1574 continue;
1676 } 1575 }
1677 1576
1678 /* Done with saving throw. Now start effecting the monster */ 1577 /* Done with saving throw. Now start affecting the monster */
1679 1578
1680 /* aggravation */ 1579 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1580 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 { 1581 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1582 CLEAR_FLAG (head, FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1583 remove_friendly_object (head);
1686
1687 done_one = 1; 1584 done_one = 1;
1688 head->enemy = op; 1585 head->enemy = op;
1689 } 1586 }
1690 1587
1691 /* calm monsters */ 1588 /* calm monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 { 1598 {
1702 SET_FLAG (head, FLAG_BERSERK); 1599 SET_FLAG (head, FLAG_BERSERK);
1703 done_one = 1; 1600 done_one = 1;
1704 } 1601 }
1602
1705 /* charm */ 1603 /* charm */
1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 { 1605 {
1708 SET_FLAG (head, FLAG_FRIENDLY);
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1606 /* Prevent uncontolled outbreaks of self replicating monsters.
1710 Typical use case is charm, go somwhere, use aggravation to make hostile. 1607 Typical use case is charm, go somwhere, use aggravation to make hostile.
1711 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1609 CLEAR_FLAG (head, FLAG_GENERATOR);
1713 set_owner (head, op); 1610 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1611 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1612 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1613 head->attack_movement = PETMOVE;
1717 done_one = 1; 1614 done_one = 1;
1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1719 head->stats.exp = 0; 1616 head->stats.exp = 0;
1720 } 1617 }
1721 1618
1722 /* If a monster was effected, put an effect in */ 1619 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1620 if (done_one && spell->other_arch)
1724 {
1725 tmp = arch_to_object (spell->other_arch); 1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */ 1622 } /* for y */
1731 1623
1732 return 1; 1624 return 1;
1733} 1625}
1734 1626
1746 int i, j, dam_save, dir, mflags; 1638 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1639 sint16 nx, ny, hx, hy;
1748 object *owner; 1640 object *owner;
1749 maptile *m; 1641 maptile *m;
1750 1642
1751 owner = get_owner (op); 1643 owner = op->owner;
1752 1644
1753 /* the following logic makes sure that the ball doesn't move into a wall, 1645 /* the following logic makes sure that the ball doesn't move into a wall,
1754 * and makes sure that it will move along a wall to try and get at it's 1646 * and makes sure that it will move along a wall to try and get at it's
1755 * victim. The block immediately below more or less chooses a random 1647 * victim. The block immediately below more or less chooses a random
1756 * offset to move the ball, eg, keep it mostly on course, with some 1648 * offset to move the ball, eg, keep it mostly on course, with some
1785 nx = op->x; 1677 nx = op->x;
1786 ny = op->y; 1678 ny = op->y;
1787 m = op->map; 1679 m = op->map;
1788 } 1680 }
1789 1681
1790 op->remove (); 1682 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1683
1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1684 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1796 surrounding squares */ 1685 surrounding squares */
1797 1686
1798 /* loop over current square and neighbors to hit. 1687 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1688 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1689 * the surround spaces.
1801 */ 1690 */
1802 for (j = 0; j < 9; j++) 1691 for (j = 0; j < 9; j++)
1803 { 1692 {
1804 object *new_ob;
1805
1806 hx = nx + freearr_x[j]; 1693 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j]; 1694 hy = ny + freearr_y[j];
1808 1695
1809 m = op->map; 1696 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1697 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1824 1711
1825 } 1712 }
1826 1713
1827 /* insert the other arch */ 1714 /* insert the other arch */
1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 { 1716 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1830 new_ob = arch_to_object (op->other_arch);
1831 new_ob->x = hx;
1832 new_ob->y = hy;
1833 insert_ob_in_map (new_ob, m, op, 0);
1834 }
1835 } 1717 }
1836 1718
1837 /* restore to the center location and damage */ 1719 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1720 op->stats.dam = dam_save;
1839 1721
1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1722 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1841 1723
1842 if (i >= 0) 1724 if (i >= 0)
1843 { /* we have a preferred direction! */ 1725 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1726 /* pick another direction if the preferred dir is blocked. */
1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1727 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1728 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1729 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1730
1850 op->direction = i; 1731 op->direction = i;
1851 } 1732 }
1852} 1733}
1853 1734
1854 1735
1871 maptile *m; 1752 maptile *m;
1872#endif 1753#endif
1873 int basedir; 1754 int basedir;
1874 object *owner; 1755 object *owner;
1875 1756
1876 owner = get_owner (op); 1757 owner = op->owner;
1877 if (op->duration == 0 || owner == NULL) 1758 if (op->duration == 0 || owner == NULL)
1878 { 1759 {
1879 op->remove ();
1880 op->destroy (0); 1760 op->destroy ();
1881 return; 1761 return;
1882 } 1762 }
1763
1883 op->duration--; 1764 op->duration--;
1884 1765
1885 basedir = op->direction; 1766 basedir = op->direction;
1886 if (basedir == 0) 1767 if (basedir == 0)
1887 { 1768 {
1892#if 0 1773#if 0
1893 // this is bogus: it causes wrong places to be checked below 1774 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1775 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1776 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space. 1777 // space.
1897 // should be fixed later, but correctness before featurs... 1778 // should be fixed later, but correctness before features...
1898 // (schmorp) 1779 // (schmorp)
1899 1780
1900 /* new offset calculation to make swarm element distribution 1781 /* new offset calculation to make swarm element distribution
1901 * more uniform 1782 * more uniform
1902 */ 1783 */
1984 1865
1985 if (!spell->other_arch) 1866 if (!spell->other_arch)
1986 return 0; 1867 return 0;
1987 1868
1988 tmp = get_archetype (SWARM_SPELL); 1869 tmp = get_archetype (SWARM_SPELL);
1989 tmp->x = op->x;
1990 tmp->y = op->y;
1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ 1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1992 set_spell_skill (op, caster, spell, tmp); 1871 set_spell_skill (op, caster, spell, tmp);
1993 1872
1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1874 tmp->spell = arch_to_object (spell->other_arch);
1996 1875
1997 tmp->attacktype = tmp->spell->attacktype; 1876 tmp->attacktype = tmp->spell->attacktype;
1998 1877
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1879 if (!tailor_god_spell (tmp, op))
2002 return 1; 1880 return 1;
2003 } 1881
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1882 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1883 for (i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1885
2008 tmp->direction = dir; 1886 tmp->direction = dir;
2009 tmp->invisible = 1; 1887 tmp->invisible = 1;
2010 insert_ob_in_map (tmp, op->map, op, 0); 1888
1889 tmp->insert_at (op, op);
2011 return 1; 1890 return 1;
2012} 1891}
2013 1892
2014 1893
2015/* See the spells documentation file for why this is its own 1894/* See the spells documentation file for why this is its own
2043 return 0; 1922 return 0;
2044 } 1923 }
2045 1924
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1925 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 { 1926 {
2048 for (target = get_map_ob (m, x, y); target; target = target->above) 1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2049 if (QUERY_FLAG (target, FLAG_MONSTER)) 1928 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1929 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1930 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1931 if (target->head)
2053 target = target->head; 1932 target = target->head;
2075 { 1954 {
2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1956 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1957 tmp->glow_radius = MAX_LIGHT_RADII;
2079 } 1958 }
2080 tmp->x = x; 1959
2081 tmp->y = y; 1960 m->insert (tmp, x, y, op);
2082 insert_ob_in_map (tmp, m, op, 0);
2083 return 1; 1961 return 1;
2084} 1962}
2085 1963
2086 1964
2087 1965
2135 2013
2136 /* Only bother looking on this space if there is something living here */ 2014 /* Only bother looking on this space if there is something living here */
2137 if (mflags & P_IS_ALIVE) 2015 if (mflags & P_IS_ALIVE)
2138 { 2016 {
2139 /* search this square for a victim */ 2017 /* search this square for a victim */
2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2018 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2019 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */ 2020 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 2021 object *disease = arch_to_object (spell->other_arch);
2144 2022
2145 set_owner (disease, op); 2023 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 2024 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 2025 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 2026 disease->level = caster_level (caster, spell);
2149 2027
2150 /* do level adjustments */ 2028 /* do level adjustments */
2195 if (disease->stats.sp) 2073 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod; 2074 disease->stats.sp -= dam_mod;
2197 2075
2198 if (infect_object (walk, disease, 1)) 2076 if (infect_object (walk, disease, 1))
2199 { 2077 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2078 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203 2079
2204 disease->destroy (0); /* don't need this one anymore */ 2080 disease->destroy (); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2081 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1; 2082 return 1;
2211 } 2083 }
2084
2212 disease->destroy (0); 2085 disease->destroy ();
2213 } 2086 }
2214 } /* if living creature */ 2087 } /* if living creature */
2215 } /* for range of spaces */ 2088 } /* for range of spaces */
2089
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2090 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2091 return 1;
2218} 2092}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines