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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.22 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.49 by root, Thu Nov 8 19:43:28 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
146 144
147 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
153 new_bolt->duration++; 151 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 155 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
162} 158}
163 159
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
166 */ 162 */
167 163
168void 164void
169move_bolt (object *op) 165move_bolt (object *op)
170{ 166{
171 object *tmp;
172 int mflags; 167 int mflags;
173 sint16 x, y; 168 sint16 x, y;
174 maptile *m; 169 maptile *m;
175 170
176 if (--(op->duration) < 0) 171 if (--op->duration < 0)
177 { 172 {
178 op->destroy (); 173 op->destroy ();
179 return; 174 return;
180 } 175 }
181 176
183 178
184 if (!op->direction) 179 if (!op->direction)
185 return; 180 return;
186 181
187 if (--op->range < 0) 182 if (--op->range < 0)
188 {
189 op->range = 0; 183 op->range = 0;
190 }
191 else 184 else
192 { 185 {
193 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
195 m = op->map; 188 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 196 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 197 * will be useful.
205 */ 198 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 200 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 202 return;
211 203
212 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
243 else if (left) 235 else if (left)
244 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
245 else if (right) 237 else if (right)
246 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
247 } 239 }
240
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 242 return;
250 } 243 }
251 else 244 else
252 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 246 object *tmp = op->clone ();
254 247
248 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 251 tmp->duration++;
260 252
261 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 254 * going off in other directions.
263 */ 255 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
267 forklightning (op, tmp); 258 forklightning (op, tmp);
268 } 259 }
260
269 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
271 */ 263 */
272 op->range = 0; 264 op->range = 0;
273 } /* copy object and move it along */ 265 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 273 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
283 * pointers. 275 * pointers.
284 */ 276 */
285
286int 277int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 279{
289 object *tmp = NULL; 280 object *tmp = NULL;
290 int mflags; 281 int mflags;
315 306
316 tmp->x = op->x + DIRX (tmp); 307 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 308 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 309 tmp->map = op->map;
319 310
311 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 313 if (mflags & P_OUT_OF_MAP)
322 { 314 {
323 tmp->destroy (); 315 tmp->destroy ();
324 return 0; 316 return 0;
325 } 317 }
318
319 tmp->map = newmap;
326 320
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 322 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 324 {
336 tmp->y = op->y; 330 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 332 tmp->map = op->map;
339 } 333 }
340 334
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 336 move_bolt (tmp);
343 337
344 return 1; 338 return 1;
345} 339}
346
347
348 340
349/*************************************************************************** 341/***************************************************************************
350 * 342 *
351 * BULLET/BALL CODE 343 * BULLET/BALL CODE
352 * 344 *
353 ***************************************************************************/ 345 ***************************************************************************/
354 346
355/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 349 * At least that is what I think this does.
358 */ 350 */
359void 351void
360explosion (object *op) 352explosion (object *op)
361{ 353{
362 object *tmp;
363 maptile *m = op->map; 354 maptile *m = op->map;
364 int i; 355 int i;
365 356
366 if (--(op->duration) < 0) 357 if (--op->duration < 0)
367 { 358 {
368 op->destroy (); 359 op->destroy ();
369 return; 360 return;
370 } 361 }
371 362
377 { 368 {
378 sint16 dx, dy; 369 sint16 dx, dy;
379 370
380 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
382 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 375 * out of map, etc.
384 */ 376 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 378 {
387 tmp = op->clone (); 379 object *tmp = op->clone ();
380
388 tmp->state = 0; 381 tmp->state = 0;
389 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
390 tmp->range--; 383 tmp->range--;
391 tmp->value = 0; 384 tmp->value = 0;
392 tmp->x = dx; 385
393 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 387 }
396 } 388 }
397 } 389 }
398} 390}
399
400 391
401/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
403 * explode. 394 * explode.
404 */ 395 */
414 return; 405 return;
415 } 406 }
416 407
417 if (op->env) 408 if (op->env)
418 { 409 {
419 object *env;
420
421 env = object_get_env_recursive (op); 410 object *env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 { 412 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 414 op->destroy ();
426 return; 415 return;
427 } 416 }
428 417
429 op->remove (); 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 419 }
434 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
435 { 421 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 423 op->destroy ();
466 { 452 {
467 op->destroy (); 453 op->destroy ();
468 return; 454 return;
469 } 455 }
470 456
471 tmp->x = op->x;
472 tmp->y = op->y;
473
474 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 459 {
477 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
478 tmp->range = op->range; 461 tmp->range = op->range;
481 } 464 }
482 else 465 else
483 { 466 {
484 if (op->attacktype & AT_MAGIC) 467 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 468 tmp->attacktype |= AT_MAGIC;
469
486 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 474 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
499 483
500 /* Prevent recursion */ 484 /* Prevent recursion */
501 op->move_on = 0; 485 op->move_on = 0;
502 486
503 insert_ob_in_map (tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
504 /* remove the firebullet */ 490 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 491 op->destroy ();
508 }
509} 492}
510
511
512 493
513/* checks to see what op should do, given the space it is on 494/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 495 * (eg, explode, damage player, etc)
515 */ 496 */
516
517void 497void
518check_bullet (object *op) 498check_bullet (object *op)
519{ 499{
520 object *tmp; 500 object *tmp;
521 int dam, mflags; 501 int dam, mflags;
536 516
537 /* If nothing alive on this space, no reason to do anything further */ 517 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 518 if (!(mflags & P_IS_ALIVE))
539 return; 519 return;
540 520
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 522 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 524 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
553 } 533 }
554 } 534 }
555 } 535 }
556} 536}
557 537
558
559/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 539 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
563 */ 542 */
564
565void 543void
566move_bullet (object *op) 544move_bullet (object *op)
567{ 545{
568 sint16 new_x, new_y; 546 sint16 new_x, new_y;
569 int mflags; 547 int mflags;
612 op->destroy (); 590 op->destroy ();
613 591
614 return; 592 return;
615 } 593 }
616 594
617 op->remove (); 595 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; 596 return;
622 597
623 if (reflwall (op->map, op->x, op->y, op)) 598 if (reflwall (op->map, op->x, op->y, op))
624 { 599 {
625 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 601 update_turn_face (op);
627 } 602 }
628 else 603 else
629 {
630 check_bullet (op); 604 check_bullet (op);
631 }
632} 605}
633
634
635
636 606
637/* fire_bullet 607/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 611 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
643 * pointers. 613 * pointers.
644 */ 614 */
645
646int 615int
647fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 617{
649 object *tmp = NULL; 618 object *tmp = NULL;
650 int mflags; 619 int mflags;
678 647
679 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 650 tmp->map = op->map;
682 651
652 maptile *newmap;
683 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);
684 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
685 { 655 {
686 tmp->destroy (); 656 tmp->destroy ();
687 return 0; 657 return 0;
688 } 658 }
659
660 tmp->map = newmap;
689 661
690 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)))
691 { 663 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 665 {
699 tmp->y = op->y; 671 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 673 tmp->map = op->map;
702 } 674 }
703 675
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 676 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 677 check_bullet (tmp);
706 678
707 return 1; 679 return 1;
708} 680}
709
710
711
712 681
713/***************************************************************************** 682/*****************************************************************************
714 * 683 *
715 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
716 * 685 *
717 *****************************************************************************/ 686 *****************************************************************************/
718 687
719
720/* 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" */
721void 689void
722cone_drop (object *op) 690cone_drop (object *op)
723{ 691{
724 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
725 693
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 694 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 695 new_ob->set_owner (op->owner);
730 696
731 /* preserve skill ownership */ 697 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 700
701 new_ob->insert_at (op, op);
738} 702}
739 703
740/* 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 */
741 705
742void 706void
746 710
747 /* 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 */
748 if (!op->map) 712 if (!op->map)
749 { 713 {
750 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");
751 op->speed = 0; 715 op->set_speed (0);
752 update_ob_speed (op);
753 return; 716 return;
754 } 717 }
755 718
756 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
805 768
806 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))
807 { 770 {
808 object *tmp = op->clone (); 771 object *tmp = op->clone ();
809 772
810 tmp->x = x;
811 tmp->y = y;
812
813 tmp->duration = op->duration + 1; 773 tmp->duration = op->duration + 1;
814 774
815 /* Use for spell tracking - see ok_to_put_more() */ 775 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 776 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 777
778 op->map->insert (tmp, x, y, op);
779
818 if (tmp->other_arch) 780 if (tmp->other_arch)
819 cone_drop (tmp); 781 cone_drop (tmp);
820 } 782 }
821 } 783 }
822} 784}
855 817
856 /* 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
857 * 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
858 * insert it into is blocked. 820 * insert it into is blocked.
859 */ 821 */
860 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
861 823
862 for (i = range_min; i <= range_max; i++) 824 for (i = range_min; i <= range_max; i++)
863 { 825 {
864 sint16 x, y, d; 826 sint16 x, y, d;
865 827
901 success = 1; 863 success = 1;
902 tmp = arch_to_object (spell->other_arch); 864 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 865 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 866 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 867 tmp->level = caster_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 868 tmp->attacktype = spell->attacktype;
909 869
910 /* holy word stuff */ 870 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 872 if (!tailor_god_spell (tmp, op))
946 else 906 else
947 tmp->duration += caster->level / 3; 907 tmp->duration += caster->level / 3;
948 } 908 }
949 909
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
951 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);
952 912
953 if (!tmp->move_on && tmp->stats.dam) 913 if (!tmp->move_on && tmp->stats.dam)
954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 915
958 insert_ob_in_map (tmp, m, op, 0); 916 m->insert (tmp, sx, sy, op);
959 917
960 /* 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
961 * a single space too many times. 919 * a single space too many times.
962 */ 920 */
963 tmp->stats.maxhp = tmp->count; 921 tmp->stats.maxhp = tmp->count;
973 * 931 *
974 * BOMB related code 932 * BOMB related code
975 * 933 *
976 ****************************************************************************/ 934 ****************************************************************************/
977 935
978
979/* This handles an exploding bomb. 936/* This handles an exploding bomb.
980 * op is the original bomb object. 937 * op is the original bomb object.
981 */ 938 */
982void 939void
983animate_bomb (object *op) 940animate_bomb (object *op)
984{ 941{
985 int i; 942 int i;
986 object *env, *tmp; 943 object *env, *tmp;
987 archetype *at;
988 944
989 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 946 return;
991 947
992 env = object_get_env_recursive (op); 948 env = object_get_env_recursive (op);
997 return; 953 return;
998 954
999 if (env->type == PLAYER) 955 if (env->type == PLAYER)
1000 esrv_del_item (env->contr, op->count); 956 esrv_del_item (env->contr, op->count);
1001 957
1002 op->remove (); 958 if (!(op = op->insert_at (env, op)))
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 959 return;
1007 } 960 }
1008 961
1009 // 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
1010 // 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
1017 970
1018 /* This copies a lot of the code from the fire bullet, 971 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 972 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 973 * so just set up the appropriate values.
1021 */ 974 */
1022 at = archetype::find (SPLINT); 975 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 976 {
1025 for (i = 1; i < 9; i++) 977 for (i = 1; i < 9; i++)
1026 { 978 {
1027 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]))
1028 continue; 980 continue;
981
1029 tmp = arch_to_object (at); 982 tmp = arch_to_object (at);
1030 tmp->direction = i; 983 tmp->direction = i;
1031 tmp->range = op->range; 984 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 985 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 986 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 987 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 988 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 989 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 990 tmp->skill = op->skill;
1039 } 991
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 993 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 994
1043 tmp->y = op->y + freearr_x[i]; 995 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 996 move_bullet (tmp);
1046 } 997 }
1047 } 998 }
1048 999
1049 explode_bullet (op); 1000 explode_bullet (op);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1024 tmp->attacktype = spell->attacktype;
1074 1025
1075 tmp->set_owner (op); 1026 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1027 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1028
1078 tmp->y = dy; 1029 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1030 return 1;
1081} 1031}
1082 1032
1083/**************************************************************************** 1033/****************************************************************************
1084 * 1034 *
1093 * dir is the direction to look in. 1043 * dir is the direction to look in.
1094 * range is how far out to look. 1044 * range is how far out to look.
1095 * 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.
1096 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1097 */ 1047 */
1098
1099object * 1048object *
1100get_pointed_target (object *op, int dir, int range, int type) 1049get_pointed_target (object *op, int dir, int range, int type)
1101{ 1050{
1102 object *target; 1051 object *target;
1103 sint16 x, y; 1052 sint16 x, y;
1122 return NULL; 1071 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1073 return NULL;
1125 1074
1126 if (mflags & P_IS_ALIVE) 1075 if (mflags & P_IS_ALIVE)
1127 {
1128 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)
1129 { 1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1078 return target;
1133 }
1134 }
1135 }
1136 } 1079 }
1080
1137 return NULL; 1081 return NULL;
1138} 1082}
1139
1140 1083
1141/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1143 * usual params - 1086 * usual params -
1144 * op = player 1087 * op = player
1145 * caster = object casting the spell. 1088 * caster = object casting the spell.
1146 * dir = direction being cast 1089 * dir = direction being cast
1147 * spell = spell object 1090 * spell = spell object
1148 */ 1091 */
1149
1150int 1092int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1094{
1153 object *effect, *target; 1095 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1227 1169
1228 effect->set_owner (op); 1170 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1230 1172
1231 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1174 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1175
1236 return 1; 1176 return 1;
1237} 1177}
1238
1239 1178
1240/**************************************************************************** 1179/****************************************************************************
1241 * 1180 *
1242 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1243 * note that the fire_bullet is used to fire the missile. The 1182 * note that the fire_bullet is used to fire the missile. The
1294 { 1233 {
1295 op->destroy (); 1234 op->destroy ();
1296 return; 1235 return;
1297 } 1236 }
1298 1237
1299 op->x = new_x;
1300 op->y = new_y;
1301 op->map = m;
1302 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1303 if (i > 0 && i != op->direction) 1239 if (i > 0 && i != op->direction)
1304 { 1240 {
1305 op->direction = i; 1241 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1307 } 1243 }
1308 1244
1309 insert_ob_in_map (op, op->map, op, 0); 1245 m->insert (op, new_x, new_y, op);
1310} 1246}
1311 1247
1312/**************************************************************************** 1248/****************************************************************************
1313 * Destruction 1249 * Destruction
1314 ****************************************************************************/ 1250 ****************************************************************************/
1317 * we do this by creating a force and inserting it in the 1253 * we do this by creating a force and inserting it in the
1318 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1319 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1320 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1321 */ 1257 */
1322
1323int 1258int
1324make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1325{ 1260{
1326 object *tmp;
1327
1328 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1329 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1330 return 0; 1263 return 0;
1331 1264
1332 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1333 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1334 tmp->stats.food = time; 1267 tmp->stats.food = time;
1335 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1336 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1337 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1338 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1339 1272
1340 tmp->x = op->x;
1341 tmp->y = op->y;
1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1344 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1345 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1346 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1347 1277
1348 if (!tmp->env || op != tmp->env)
1349 {
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0;
1352 }
1353 return 1; 1278 return 1;
1354} 1279}
1355
1356
1357
1358 1280
1359int 1281int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1283{
1362 int i, j, range, mflags, friendly = 0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1383 else if (caster->skill) 1305 else if (caster->skill)
1384 op->skill = caster->skill; 1306 op->skill = caster->skill;
1385 else 1307 else
1386 op->skill = NULL; 1308 op->skill = NULL;
1387 1309
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1389 1311
1390 for (i = -range; i < range; i++) 1312 for (i = -range; i < range; i++)
1391 { 1313 {
1392 for (j = -range; j < range; j++) 1314 for (j = -range; j < range; j++)
1393 { 1315 {
1394 m = op->map; 1316 m = op->map;
1395 sx = op->x + i; 1317 sx = op->x + i;
1396 sy = op->y + j; 1318 sy = op->y + j;
1319
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP) 1321 if (mflags & P_OUT_OF_MAP)
1399 continue; 1322 continue;
1323
1400 if (mflags & P_IS_ALIVE) 1324 if (mflags & P_IS_ALIVE)
1401 { 1325 {
1402 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break; 1328 break;
1406 } 1329
1407 if (tmp) 1330 if (tmp)
1408 { 1331 {
1409 if (tmp->head) 1332 if (tmp->head)
1410 tmp = tmp->head; 1333 tmp = tmp->head;
1411 1334
1414 { 1337 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1338 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1339 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1418 if (spell_ob->other_arch) 1341 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1421 tmp->x = sx;
1422 tmp->y = sy;
1423 insert_ob_in_map (tmp, m, op, 0);
1424 }
1425 } 1343 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 { 1345 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1431
1432 effect->x = sx;
1433 effect->y = sy;
1434 insert_ob_in_map (effect, m, op, 0);
1435 }
1436 } 1348 }
1437 } 1349 }
1438 } 1350 }
1439 } 1351 }
1440 } 1352 }
1441 } 1353 }
1354
1442 op->skill = skill; 1355 op->skill = skill;
1443 return 1; 1356 return 1;
1444} 1357}
1445 1358
1446/*************************************************************************** 1359/***************************************************************************
1460 { 1373 {
1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1462 return 0; 1375 return 0;
1463 } 1376 }
1464 1377
1378 tmp = tmp->head_ ();
1379
1465 /* If we've already got a force of this type, don't add a new one. */ 1380 /* If we've already got a force of this type, don't add a new one. */
1466 for (force = tmp->inv; force != NULL; force = force->below) 1381 for (force = tmp->inv; force; force = force->below)
1467 { 1382 {
1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 { 1384 {
1470 if (force->name == spell_ob->name) 1385 if (force->name == spell_ob->name)
1471 { 1386 {
1477 return 0; 1392 return 0;
1478 } 1393 }
1479 } 1394 }
1480 } 1395 }
1481 1396
1482 if (force == NULL) 1397 if (!force)
1483 { 1398 {
1484 force = get_archetype (FORCE_NAME); 1399 force = get_archetype (FORCE_NAME);
1485 force->subtype = FORCE_CHANGE_ABILITY; 1400 force->subtype = FORCE_CHANGE_ABILITY;
1401
1486 if (spell_ob->race) 1402 if (spell_ob->race)
1487 force->name = spell_ob->race; 1403 force->name = spell_ob->race;
1488 else 1404 else
1489 force->name = spell_ob->name; 1405 force->name = spell_ob->name;
1490 1406
1500 { 1416 {
1501 force->duration = duration; 1417 force->duration = duration;
1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1503 } 1419 }
1504 else 1420 else
1505 {
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1421 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 } 1422
1508 return 1; 1423 return 1;
1509 } 1424 }
1425
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1426 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0; 1427 force->speed = 1.f;
1512 force->speed_left = -1.0; 1428 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1429 SET_FLAG (force, FLAG_APPLIED);
1514 1430
1515 if (god) 1431 if (god)
1516 { 1432 {
1517 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1534 insert_ob_in_ob (force, tmp); 1450 insert_ob_in_ob (force, tmp);
1535 tmp->update_stats (); 1451 tmp->update_stats ();
1536 return 1; 1452 return 1;
1537 1453
1538} 1454}
1539
1540 1455
1541/********************************************************************** 1456/**********************************************************************
1542 * mood change 1457 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1458 * Arguably, this may or may not be an attack spell. But since it
1544 * effects monsters, it seems best to put it into this file 1459 * effects monsters, it seems best to put it into this file
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1489 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race; 1490 race = god->race;
1576 else 1491 else
1577 race = spell->race; 1492 race = spell->race;
1578 1493
1579
1580 for (x = op->x - range; x <= op->x + range; x++) 1494 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++) 1495 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1496 {
1583
1584 done_one = 0; 1497 done_one = 0;
1585 m = op->map; 1498 m = op->map;
1586 nx = x; 1499 nx = x;
1587 ny = y; 1500 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1591 1504
1592 /* If there is nothing living on this space, no need to go further */ 1505 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1506 if (!(mflags & P_IS_ALIVE))
1594 continue; 1507 continue;
1595 1508
1509 // players can only affect spaces that they can actually see
1510 if (caster && caster->contr
1511 && caster->contr->visibility_at (m, nx, ny) < 70)
1512 continue;
1513
1596 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1514 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1515 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break; 1516 break;
1599 1517
1600 /* There can be living objects that are not monsters */ 1518 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1519 if (!tmp || tmp->type == PLAYER)
1608 head = tmp; 1526 head = tmp;
1609 1527
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1528 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1529 if (race && head->race && !strstr (race, head->race))
1612 continue; 1530 continue;
1531
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1533 continue;
1615 1534
1616 /* Now do a bunch of stuff related to saving throws */ 1535 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1536 best_at = -1;
1634 at -= level / 5; 1553 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1554 if (did_make_save (head, head->level, at))
1636 continue; 1555 continue;
1637 } 1556 }
1638 else /* spell->attacktype */ 1557 else /* spell->attacktype */
1639 /*
1640 Spell has no attacktype (charm & such), so we'll have a specific saving:
1641 * if spell level < monster level, no go
1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1643
1644 The chance will then be in the range [20-70] percent, not too bad.
1645
1646 This is required to fix the 'charm monster' abuse, where a player level 1 can
1647 charm a level 125 monster...
1648
1649 Ryo, august 14th
1650 */
1651 { 1558 {
1559 /*
1560 Spell has no attacktype (charm & such), so we'll have a specific saving:
1561 * if spell level < monster level, no go
1562 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1563
1564 The chance will then be in the range [20-70] percent, not too bad.
1565
1566 This is required to fix the 'charm monster' abuse, where a player level 1 can
1567 charm a level 125 monster...
1568
1569 Ryo, august 14th
1570 */
1652 if (head->level > level) 1571 if (head->level > level)
1653 continue; 1572 continue;
1573
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1574 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1575 /* Failed, no effect */
1656 continue; 1576 continue;
1657 } 1577 }
1658 1578
1659 /* Done with saving throw. Now start effecting the monster */ 1579 /* Done with saving throw. Now start affecting the monster */
1660 1580
1661 /* aggravation */ 1581 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1582 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1583 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1584 CLEAR_FLAG (head, FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1585 remove_friendly_object (head);
1667
1668 done_one = 1; 1586 done_one = 1;
1669 head->enemy = op; 1587 head->enemy = op;
1670 } 1588 }
1671 1589
1672 /* calm monsters */ 1590 /* calm monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1600 {
1683 SET_FLAG (head, FLAG_BERSERK); 1601 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1602 done_one = 1;
1685 } 1603 }
1604
1686 /* charm */ 1605 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1606 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 { 1607 {
1689 SET_FLAG (head, FLAG_FRIENDLY);
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1608 /* Prevent uncontolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1609 Typical use case is charm, go somwhere, use aggravation to make hostile.
1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1610 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1611 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1612 head->set_owner (op);
1700 head->stats.exp = 0; 1618 head->stats.exp = 0;
1701 } 1619 }
1702 1620
1703 /* If a monster was effected, put an effect in */ 1621 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1622 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch); 1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1707 tmp->x = nx;
1708 tmp->y = ny;
1709 insert_ob_in_map (tmp, m, op, 0);
1710 }
1711 } /* for y */ 1624 } /* for y */
1712 1625
1713 return 1; 1626 return 1;
1714} 1627}
1715 1628
1766 nx = op->x; 1679 nx = op->x;
1767 ny = op->y; 1680 ny = op->y;
1768 m = op->map; 1681 m = op->map;
1769 } 1682 }
1770 1683
1771 op->remove (); 1684 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1685
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1686 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1687 surrounding squares */
1778 1688
1779 /* loop over current square and neighbors to hit. 1689 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1690 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1691 * the surround spaces.
1782 */ 1692 */
1783 for (j = 0; j < 9; j++) 1693 for (j = 0; j < 9; j++)
1784 { 1694 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1695 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1696 hy = ny + freearr_y[j];
1789 1697
1790 m = op->map; 1698 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1699 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1805 1713
1806 } 1714 }
1807 1715
1808 /* insert the other arch */ 1716 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1717 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1718 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1811 new_ob = arch_to_object (op->other_arch);
1812 new_ob->x = hx;
1813 new_ob->y = hy;
1814 insert_ob_in_map (new_ob, m, op, 0);
1815 }
1816 } 1719 }
1817 1720
1818 /* restore to the center location and damage */ 1721 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1722 op->stats.dam = dam_save;
1820 1723
1823 if (i >= 0) 1726 if (i >= 0)
1824 { /* we have a preferred direction! */ 1727 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1728 /* pick another direction if the preferred dir is blocked. */
1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1729 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1730 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1731 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1732
1831 op->direction = i; 1733 op->direction = i;
1832 } 1734 }
1833} 1735}
1834 1736
1835 1737
1873#if 0 1775#if 0
1874 // this is bogus: it causes wrong places to be checked below 1776 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1777 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1778 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space. 1779 // space.
1878 // should be fixed later, but correctness before featurs... 1780 // should be fixed later, but correctness before features...
1879 // (schmorp) 1781 // (schmorp)
1880 1782
1881 /* new offset calculation to make swarm element distribution 1783 /* new offset calculation to make swarm element distribution
1882 * more uniform 1784 * more uniform
1883 */ 1785 */
1965 1867
1966 if (!spell->other_arch) 1868 if (!spell->other_arch)
1967 return 0; 1869 return 0;
1968 1870
1969 tmp = get_archetype (SWARM_SPELL); 1871 tmp = get_archetype (SWARM_SPELL);
1970 tmp->x = op->x;
1971 tmp->y = op->y;
1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1873 set_spell_skill (op, caster, spell, tmp);
1974 1874
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1875 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1876 tmp->spell = arch_to_object (spell->other_arch);
1977 1877
1978 tmp->attacktype = tmp->spell->attacktype; 1878 tmp->attacktype = tmp->spell->attacktype;
1979 1879
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1881 if (!tailor_god_spell (tmp, op))
1983 return 1; 1882 return 1;
1984 } 1883
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1884 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1885 for (i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1887
1989 tmp->direction = dir; 1888 tmp->direction = dir;
1990 tmp->invisible = 1; 1889 tmp->invisible = 1;
1991 insert_ob_in_map (tmp, op->map, op, 0); 1890
1891 tmp->insert_at (op, op);
1992 return 1; 1892 return 1;
1993} 1893}
1994 1894
1995 1895
1996/* See the spells documentation file for why this is its own 1896/* See the spells documentation file for why this is its own
2056 { 1956 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1958 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1959 tmp->glow_radius = MAX_LIGHT_RADII;
2060 } 1960 }
2061 tmp->x = x; 1961
2062 tmp->y = y; 1962 m->insert (tmp, x, y, op);
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1; 1963 return 1;
2065} 1964}
2066
2067
2068
2069 1965
2070/* cast_cause_disease: this spell looks along <dir> from the 1966/* cast_cause_disease: this spell looks along <dir> from the
2071 * player and infects someone. 1967 * player and infects someone.
2072 * op is the player/monster, caster is the object, dir is the direction 1968 * op is the player/monster, caster is the object, dir is the direction
2073 * to cast, disease_arch is the specific disease, and type is the spell number 1969 * to cast, disease_arch is the specific disease, and type is the spell number
2074 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
2075 */ 1971 */
2076
2077int 1972int
2078cast_cause_disease (object *op, object *caster, object *spell, int dir) 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{ 1974{
2080 sint16 x, y; 1975 sint16 x, y;
2081 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
2088 /* If casting from a scroll, no direction will be available, so refer to the 1983 /* If casting from a scroll, no direction will be available, so refer to the
2089 * direction the player is pointing. 1984 * direction the player is pointing.
2090 */ 1985 */
2091 if (!dir) 1986 if (!dir)
2092 dir = op->facing; 1987 dir = op->facing;
1988
2093 if (!dir) 1989 if (!dir)
2094 return 0; /* won't find anything if casting on ourself, so just return */ 1990 return 0; /* won't find anything if casting on ourself, so just return */
2095 1991
2096 /* Calculate these once here */ 1992 /* Calculate these once here */
2097 range = spell->range + SP_level_range_adjust (caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
2131 /* do level adjustments */ 2027 /* do level adjustments */
2132 if (disease->stats.wc) 2028 if (disease->stats.wc)
2133 disease->stats.wc += dur_mod / 2; 2029 disease->stats.wc += dur_mod / 2;
2134 2030
2135 if (disease->magic > 0) 2031 if (disease->magic > 0)
2136 disease->magic += dur_mod / 4; 2032 disease->magic += dur_mod / 8;
2137 2033
2138 if (disease->stats.maxhp > 0) 2034 if (disease->stats.maxhp > 0)
2139 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
2140 2036
2141 if (disease->stats.maxgrace > 0) 2037 if (disease->stats.maxgrace > 0)
2176 if (disease->stats.sp) 2072 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
2178 2074
2179 if (infect_object (walk, disease, 1)) 2075 if (infect_object (walk, disease, 1))
2180 { 2076 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184 2078
2185 disease->destroy (); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1; 2081 return 1;
2192 } 2082 }
2193 2083
2194 disease->destroy (); 2084 disease->destroy ();
2195 } 2085 }
2196 } /* if living creature */ 2086 } /* if living creature */
2197 } /* for range of spaces */ 2087 } /* for range of spaces */
2088
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2090 return 1;
2200} 2091}

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