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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.23 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.49 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 */
338 tmp->y = op->y; 330 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 332 tmp->map = op->map;
341 } 333 }
342 334
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 336 move_bolt (tmp);
345 337
346 return 1; 338 return 1;
347} 339}
348
349
350 340
351/*************************************************************************** 341/***************************************************************************
352 * 342 *
353 * BULLET/BALL CODE 343 * BULLET/BALL CODE
354 * 344 *
355 ***************************************************************************/ 345 ***************************************************************************/
356 346
357/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
358 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
359 * At least that is what I think this does. 349 * At least that is what I think this does.
360 */ 350 */
361void 351void
362explosion (object *op) 352explosion (object *op)
363{ 353{
364 object *tmp;
365 maptile *m = op->map; 354 maptile *m = op->map;
366 int i; 355 int i;
367 356
368 if (--(op->duration) < 0) 357 if (--op->duration < 0)
369 { 358 {
370 op->destroy (); 359 op->destroy ();
371 return; 360 return;
372 } 361 }
373 362
379 { 368 {
380 sint16 dx, dy; 369 sint16 dx, dy;
381 370
382 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
384 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 375 * out of map, etc.
386 */ 376 */
387 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))
388 { 378 {
389 tmp = op->clone (); 379 object *tmp = op->clone ();
380
390 tmp->state = 0; 381 tmp->state = 0;
391 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
392 tmp->range--; 383 tmp->range--;
393 tmp->value = 0; 384 tmp->value = 0;
394 tmp->x = dx; 385
395 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 387 }
398 } 388 }
399 } 389 }
400} 390}
401
402 391
403/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
405 * explode. 394 * explode.
406 */ 395 */
416 return; 405 return;
417 } 406 }
418 407
419 if (op->env) 408 if (op->env)
420 { 409 {
421 object *env;
422
423 env = object_get_env_recursive (op); 410 object *env = object_get_env_recursive (op);
424 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))
425 { 412 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 414 op->destroy ();
428 return; 415 return;
429 } 416 }
430 417
431 op->remove (); 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 419 }
436 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
437 { 421 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 423 op->destroy ();
468 { 452 {
469 op->destroy (); 453 op->destroy ();
470 return; 454 return;
471 } 455 }
472 456
473 tmp->x = op->x;
474 tmp->y = op->y;
475
476 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 459 {
479 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
480 tmp->range = op->range; 461 tmp->range = op->range;
483 } 464 }
484 else 465 else
485 { 466 {
486 if (op->attacktype & AT_MAGIC) 467 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 468 tmp->attacktype |= AT_MAGIC;
469
488 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
492 /* 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 -
500 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
501 483
502 /* Prevent recursion */ 484 /* Prevent recursion */
503 op->move_on = 0; 485 op->move_on = 0;
504 486
505 insert_ob_in_map (tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
506 /* remove the firebullet */ 490 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 491 op->destroy ();
510 }
511} 492}
512
513
514 493
515/* 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
516 * (eg, explode, damage player, etc) 495 * (eg, explode, damage player, etc)
517 */ 496 */
518
519void 497void
520check_bullet (object *op) 498check_bullet (object *op)
521{ 499{
522 object *tmp; 500 object *tmp;
523 int dam, mflags; 501 int dam, mflags;
538 516
539 /* 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 */
540 if (!(mflags & P_IS_ALIVE)) 518 if (!(mflags & P_IS_ALIVE))
541 return; 519 return;
542 520
543 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)
544 { 522 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 524 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
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 check_bullet (op); 604 check_bullet (op);
630} 605}
631
632
633
634 606
635/* fire_bullet 607/* fire_bullet
636 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
639 * spob->attacktype. 611 * spob->attacktype.
640 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
641 * pointers. 613 * pointers.
642 */ 614 */
643
644int 615int
645fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
646{ 617{
647 object *tmp = NULL; 618 object *tmp = NULL;
648 int mflags; 619 int mflags;
700 tmp->y = op->y; 671 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 673 tmp->map = op->map;
703 } 674 }
704 675
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 676 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 677 check_bullet (tmp);
707 678
708 return 1; 679 return 1;
709} 680}
710
711
712
713 681
714/***************************************************************************** 682/*****************************************************************************
715 * 683 *
716 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
717 * 685 *
718 *****************************************************************************/ 686 *****************************************************************************/
719 687
720
721/* 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" */
722void 689void
723cone_drop (object *op) 690cone_drop (object *op)
724{ 691{
725 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
726 693
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 694 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 695 new_ob->set_owner (op->owner);
731 696
732 /* preserve skill ownership */ 697 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 700
701 new_ob->insert_at (op, op);
739} 702}
740 703
741/* 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 */
742 705
743void 706void
747 710
748 /* 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 */
749 if (!op->map) 712 if (!op->map)
750 { 713 {
751 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");
752 op->speed = 0; 715 op->set_speed (0);
753 update_ob_speed (op);
754 return; 716 return;
755 } 717 }
756 718
757 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
806 768
807 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))
808 { 770 {
809 object *tmp = op->clone (); 771 object *tmp = op->clone ();
810 772
811 tmp->x = x;
812 tmp->y = y;
813
814 tmp->duration = op->duration + 1; 773 tmp->duration = op->duration + 1;
815 774
816 /* Use for spell tracking - see ok_to_put_more() */ 775 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 776 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 777
778 op->map->insert (tmp, x, y, op);
779
819 if (tmp->other_arch) 780 if (tmp->other_arch)
820 cone_drop (tmp); 781 cone_drop (tmp);
821 } 782 }
822 } 783 }
823} 784}
856 817
857 /* 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
858 * 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
859 * insert it into is blocked. 820 * insert it into is blocked.
860 */ 821 */
861 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
862 823
863 for (i = range_min; i <= range_max; i++) 824 for (i = range_min; i <= range_max; i++)
864 { 825 {
865 sint16 x, y, d; 826 sint16 x, y, d;
866 827
902 success = 1; 863 success = 1;
903 tmp = arch_to_object (spell->other_arch); 864 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 865 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 866 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 867 tmp->level = caster_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 868 tmp->attacktype = spell->attacktype;
910 869
911 /* holy word stuff */ 870 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 872 if (!tailor_god_spell (tmp, op))
947 else 906 else
948 tmp->duration += caster->level / 3; 907 tmp->duration += caster->level / 3;
949 } 908 }
950 909
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
952 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);
953 912
954 if (!tmp->move_on && tmp->stats.dam) 913 if (!tmp->move_on && tmp->stats.dam)
955 {
956 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
957 }
958 915
959 insert_ob_in_map (tmp, m, op, 0); 916 m->insert (tmp, sx, sy, op);
960 917
961 /* 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
962 * a single space too many times. 919 * a single space too many times.
963 */ 920 */
964 tmp->stats.maxhp = tmp->count; 921 tmp->stats.maxhp = tmp->count;
974 * 931 *
975 * BOMB related code 932 * BOMB related code
976 * 933 *
977 ****************************************************************************/ 934 ****************************************************************************/
978 935
979
980/* This handles an exploding bomb. 936/* This handles an exploding bomb.
981 * op is the original bomb object. 937 * op is the original bomb object.
982 */ 938 */
983void 939void
984animate_bomb (object *op) 940animate_bomb (object *op)
985{ 941{
986 int i; 942 int i;
987 object *env, *tmp; 943 object *env, *tmp;
988 archetype *at;
989 944
990 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 946 return;
992 947
993 env = object_get_env_recursive (op); 948 env = object_get_env_recursive (op);
998 return; 953 return;
999 954
1000 if (env->type == PLAYER) 955 if (env->type == PLAYER)
1001 esrv_del_item (env->contr, op->count); 956 esrv_del_item (env->contr, op->count);
1002 957
1003 op->remove (); 958 if (!(op = op->insert_at (env, op)))
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return; 959 return;
1008 } 960 }
1009 961
1010 // 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
1011 // 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
1018 970
1019 /* This copies a lot of the code from the fire bullet, 971 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 972 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 973 * so just set up the appropriate values.
1022 */ 974 */
1023 at = archetype::find (SPLINT); 975 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 976 {
1026 for (i = 1; i < 9; i++) 977 for (i = 1; i < 9; i++)
1027 { 978 {
1028 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]))
1029 continue; 980 continue;
981
1030 tmp = arch_to_object (at); 982 tmp = arch_to_object (at);
1031 tmp->direction = i; 983 tmp->direction = i;
1032 tmp->range = op->range; 984 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 985 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 986 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 987 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 988 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 989 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 990 tmp->skill = op->skill;
1040 } 991
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 993 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 994
1044 tmp->y = op->y + freearr_x[i]; 995 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1045 insert_ob_in_map (tmp, op->map, op, 0);
1046 move_bullet (tmp); 996 move_bullet (tmp);
1047 } 997 }
1048 } 998 }
1049 999
1050 explode_bullet (op); 1000 explode_bullet (op);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1024 tmp->attacktype = spell->attacktype;
1075 1025
1076 tmp->set_owner (op); 1026 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1027 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1028
1079 tmp->y = dy; 1029 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1030 return 1;
1082} 1031}
1083 1032
1084/**************************************************************************** 1033/****************************************************************************
1085 * 1034 *
1094 * dir is the direction to look in. 1043 * dir is the direction to look in.
1095 * range is how far out to look. 1044 * range is how far out to look.
1096 * 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.
1097 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1098 */ 1047 */
1099
1100object * 1048object *
1101get_pointed_target (object *op, int dir, int range, int type) 1049get_pointed_target (object *op, int dir, int range, int type)
1102{ 1050{
1103 object *target; 1051 object *target;
1104 sint16 x, y; 1052 sint16 x, y;
1123 return NULL; 1071 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL; 1073 return NULL;
1126 1074
1127 if (mflags & P_IS_ALIVE) 1075 if (mflags & P_IS_ALIVE)
1128 {
1129 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)
1130 { 1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target; 1078 return target;
1134 }
1135 }
1136 }
1137 } 1079 }
1080
1138 return NULL; 1081 return NULL;
1139} 1082}
1140
1141 1083
1142/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1143 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1144 * usual params - 1086 * usual params -
1145 * op = player 1087 * op = player
1146 * caster = object casting the spell. 1088 * caster = object casting the spell.
1147 * dir = direction being cast 1089 * dir = direction being cast
1148 * spell = spell object 1090 * spell = spell object
1149 */ 1091 */
1150
1151int 1092int
1152cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1153{ 1094{
1154 object *effect, *target; 1095 object *effect, *target;
1155 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1228 1169
1229 effect->set_owner (op); 1170 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1231 1172
1232 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1174 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1175
1237 return 1; 1176 return 1;
1238} 1177}
1239
1240 1178
1241/**************************************************************************** 1179/****************************************************************************
1242 * 1180 *
1243 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1244 * 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
1295 { 1233 {
1296 op->destroy (); 1234 op->destroy ();
1297 return; 1235 return;
1298 } 1236 }
1299 1237
1300 op->x = new_x;
1301 op->y = new_y;
1302 op->map = m;
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1304 if (i > 0 && i != op->direction) 1239 if (i > 0 && i != op->direction)
1305 { 1240 {
1306 op->direction = i; 1241 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1308 } 1243 }
1309 1244
1310 insert_ob_in_map (op, op->map, op, 0); 1245 m->insert (op, new_x, new_y, op);
1311} 1246}
1312 1247
1313/**************************************************************************** 1248/****************************************************************************
1314 * Destruction 1249 * Destruction
1315 ****************************************************************************/ 1250 ****************************************************************************/
1318 * 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
1319 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1322 */ 1257 */
1323
1324int 1258int
1325make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1326{ 1260{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1263 return 0;
1332 1264
1333 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1267 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1338 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1340 1272
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1346 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1348 1277
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1278 return 1;
1355} 1279}
1356
1357
1358
1359 1280
1360int 1281int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1283{
1363 int i, j, range, mflags, friendly = 0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1384 else if (caster->skill) 1305 else if (caster->skill)
1385 op->skill = caster->skill; 1306 op->skill = caster->skill;
1386 else 1307 else
1387 op->skill = NULL; 1308 op->skill = NULL;
1388 1309
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1390 1311
1391 for (i = -range; i < range; i++) 1312 for (i = -range; i < range; i++)
1392 { 1313 {
1393 for (j = -range; j < range; j++) 1314 for (j = -range; j < range; j++)
1394 { 1315 {
1395 m = op->map; 1316 m = op->map;
1396 sx = op->x + i; 1317 sx = op->x + i;
1397 sy = op->y + j; 1318 sy = op->y + j;
1319
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1321 if (mflags & P_OUT_OF_MAP)
1400 continue; 1322 continue;
1323
1401 if (mflags & P_IS_ALIVE) 1324 if (mflags & P_IS_ALIVE)
1402 { 1325 {
1403 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)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1328 break;
1407 } 1329
1408 if (tmp) 1330 if (tmp)
1409 { 1331 {
1410 if (tmp->head) 1332 if (tmp->head)
1411 tmp = tmp->head; 1333 tmp = tmp->head;
1412 1334
1415 { 1337 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1338 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1339 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1419 if (spell_ob->other_arch) 1341 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1343 }
1427 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)
1428 { 1345 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 } 1348 }
1438 } 1349 }
1439 } 1350 }
1440 } 1351 }
1441 } 1352 }
1442 } 1353 }
1354
1443 op->skill = skill; 1355 op->skill = skill;
1444 return 1; 1356 return 1;
1445} 1357}
1446 1358
1447/*************************************************************************** 1359/***************************************************************************
1461 { 1373 {
1462 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.");
1463 return 0; 1375 return 0;
1464 } 1376 }
1465 1377
1378 tmp = tmp->head_ ();
1379
1466 /* 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. */
1467 for (force = tmp->inv; force != NULL; force = force->below) 1381 for (force = tmp->inv; force; force = force->below)
1468 { 1382 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1384 {
1471 if (force->name == spell_ob->name) 1385 if (force->name == spell_ob->name)
1472 { 1386 {
1478 return 0; 1392 return 0;
1479 } 1393 }
1480 } 1394 }
1481 } 1395 }
1482 1396
1483 if (force == NULL) 1397 if (!force)
1484 { 1398 {
1485 force = get_archetype (FORCE_NAME); 1399 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1400 force->subtype = FORCE_CHANGE_ABILITY;
1401
1487 if (spell_ob->race) 1402 if (spell_ob->race)
1488 force->name = spell_ob->race; 1403 force->name = spell_ob->race;
1489 else 1404 else
1490 force->name = spell_ob->name; 1405 force->name = spell_ob->name;
1491 1406
1501 { 1416 {
1502 force->duration = duration; 1417 force->duration = duration;
1503 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.");
1504 } 1419 }
1505 else 1420 else
1506 {
1507 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.");
1508 } 1422
1509 return 1; 1423 return 1;
1510 } 1424 }
1425
1511 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;
1512 force->speed = 1.0; 1427 force->speed = 1.f;
1513 force->speed_left = -1.0; 1428 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1429 SET_FLAG (force, FLAG_APPLIED);
1515 1430
1516 if (god) 1431 if (god)
1517 { 1432 {
1518 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1535 insert_ob_in_ob (force, tmp); 1450 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1451 tmp->update_stats ();
1537 return 1; 1452 return 1;
1538 1453
1539} 1454}
1540
1541 1455
1542/********************************************************************** 1456/**********************************************************************
1543 * mood change 1457 * mood change
1544 * 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
1545 * effects monsters, it seems best to put it into this file 1459 * effects monsters, it seems best to put it into this file
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1489 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1490 race = god->race;
1577 else 1491 else
1578 race = spell->race; 1492 race = spell->race;
1579 1493
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1494 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1495 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1496 {
1584
1585 done_one = 0; 1497 done_one = 0;
1586 m = op->map; 1498 m = op->map;
1587 nx = x; 1499 nx = x;
1588 ny = y; 1500 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1504
1593 /* 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 */
1594 if (!(mflags & P_IS_ALIVE)) 1506 if (!(mflags & P_IS_ALIVE))
1595 continue; 1507 continue;
1596 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
1597 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)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1515 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1516 break;
1600 1517
1601 /* There can be living objects that are not monsters */ 1518 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1519 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1526 head = tmp;
1610 1527
1611 /* 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 */
1612 if (race && head->race && !strstr (race, head->race)) 1529 if (race && head->race && !strstr (race, head->race))
1613 continue; 1530 continue;
1531
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1533 continue;
1616 1534
1617 /* Now do a bunch of stuff related to saving throws */ 1535 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1536 best_at = -1;
1635 at -= level / 5; 1553 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1554 if (did_make_save (head, head->level, at))
1637 continue; 1555 continue;
1638 } 1556 }
1639 else /* spell->attacktype */ 1557 else /* spell->attacktype */
1640 /*
1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1642 * if spell level < monster level, no go
1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1644
1645 The chance will then be in the range [20-70] percent, not too bad.
1646
1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1648 charm a level 125 monster...
1649
1650 Ryo, august 14th
1651 */
1652 { 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 */
1653 if (head->level > level) 1571 if (head->level > level)
1654 continue; 1572 continue;
1573
1655 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))))
1656 /* Failed, no effect */ 1575 /* Failed, no effect */
1657 continue; 1576 continue;
1658 } 1577 }
1659 1578
1660 /* Done with saving throw. Now start effecting the monster */ 1579 /* Done with saving throw. Now start affecting the monster */
1661 1580
1662 /* aggravation */ 1581 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1582 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1583 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1584 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1585 remove_friendly_object (head);
1668
1669 done_one = 1; 1586 done_one = 1;
1670 head->enemy = op; 1587 head->enemy = op;
1671 } 1588 }
1672 1589
1673 /* calm monsters */ 1590 /* calm monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1600 {
1684 SET_FLAG (head, FLAG_BERSERK); 1601 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1602 done_one = 1;
1686 } 1603 }
1604
1687 /* charm */ 1605 /* charm */
1688 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))
1689 { 1607 {
1690 SET_FLAG (head, FLAG_FRIENDLY);
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1608 /* Prevent uncontolled outbreaks of self replicating monsters.
1692 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.
1693 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. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1611 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1612 head->set_owner (op);
1701 head->stats.exp = 0; 1618 head->stats.exp = 0;
1702 } 1619 }
1703 1620
1704 /* If a monster was effected, put an effect in */ 1621 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1622 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */ 1624 } /* for y */
1713 1625
1714 return 1; 1626 return 1;
1715} 1627}
1716 1628
1767 nx = op->x; 1679 nx = op->x;
1768 ny = op->y; 1680 ny = op->y;
1769 m = op->map; 1681 m = op->map;
1770 } 1682 }
1771 1683
1772 op->remove (); 1684 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1685
1777 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
1778 surrounding squares */ 1687 surrounding squares */
1779 1688
1780 /* loop over current square and neighbors to hit. 1689 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1690 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1691 * the surround spaces.
1783 */ 1692 */
1784 for (j = 0; j < 9; j++) 1693 for (j = 0; j < 9; j++)
1785 { 1694 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1695 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1696 hy = ny + freearr_y[j];
1790 1697
1791 m = op->map; 1698 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1699 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806 1713
1807 } 1714 }
1808 1715
1809 /* insert the other arch */ 1716 /* insert the other arch */
1810 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))))
1811 { 1718 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1719 }
1818 1720
1819 /* restore to the center location and damage */ 1721 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1722 op->stats.dam = dam_save;
1821 1723
1824 if (i >= 0) 1726 if (i >= 0)
1825 { /* we have a preferred direction! */ 1727 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1728 /* pick another direction if the preferred dir is blocked. */
1827 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1729 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1730 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1731 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1732
1832 op->direction = i; 1733 op->direction = i;
1833 } 1734 }
1834} 1735}
1835 1736
1836 1737
1874#if 0 1775#if 0
1875 // this is bogus: it causes wrong places to be checked below 1776 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1777 // (a wall 2 cells away will block the effect...) and
1877 // 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
1878 // space. 1779 // space.
1879 // should be fixed later, but correctness before featurs... 1780 // should be fixed later, but correctness before features...
1880 // (schmorp) 1781 // (schmorp)
1881 1782
1882 /* new offset calculation to make swarm element distribution 1783 /* new offset calculation to make swarm element distribution
1883 * more uniform 1784 * more uniform
1884 */ 1785 */
1966 1867
1967 if (!spell->other_arch) 1868 if (!spell->other_arch)
1968 return 0; 1869 return 0;
1969 1870
1970 tmp = get_archetype (SWARM_SPELL); 1871 tmp = get_archetype (SWARM_SPELL);
1971 tmp->x = op->x;
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1873 set_spell_skill (op, caster, spell, tmp);
1975 1874
1976 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. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1876 tmp->spell = arch_to_object (spell->other_arch);
1978 1877
1979 tmp->attacktype = tmp->spell->attacktype; 1878 tmp->attacktype = tmp->spell->attacktype;
1980 1879
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1881 if (!tailor_god_spell (tmp, op))
1984 return 1; 1882 return 1;
1985 } 1883
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1884 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1885 for (i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1887
1990 tmp->direction = dir; 1888 tmp->direction = dir;
1991 tmp->invisible = 1; 1889 tmp->invisible = 1;
1992 insert_ob_in_map (tmp, op->map, op, 0); 1890
1891 tmp->insert_at (op, op);
1993 return 1; 1892 return 1;
1994} 1893}
1995 1894
1996 1895
1997/* See the spells documentation file for why this is its own 1896/* See the spells documentation file for why this is its own
2057 { 1956 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1958 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1959 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1960 }
2062 tmp->x = x; 1961
2063 tmp->y = y; 1962 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1963 return 1;
2066} 1964}
2067
2068
2069
2070 1965
2071/* cast_cause_disease: this spell looks along <dir> from the 1966/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1967 * player and infects someone.
2073 * 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
2074 * 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
2075 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
2076 */ 1971 */
2077
2078int 1972int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1974{
2081 sint16 x, y; 1975 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
2089 /* 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
2090 * direction the player is pointing. 1984 * direction the player is pointing.
2091 */ 1985 */
2092 if (!dir) 1986 if (!dir)
2093 dir = op->facing; 1987 dir = op->facing;
1988
2094 if (!dir) 1989 if (!dir)
2095 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 */
2096 1991
2097 /* Calculate these once here */ 1992 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
2132 /* do level adjustments */ 2027 /* do level adjustments */
2133 if (disease->stats.wc) 2028 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2; 2029 disease->stats.wc += dur_mod / 2;
2135 2030
2136 if (disease->magic > 0) 2031 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4; 2032 disease->magic += dur_mod / 8;
2138 2033
2139 if (disease->stats.maxhp > 0) 2034 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
2141 2036
2142 if (disease->stats.maxgrace > 0) 2037 if (disease->stats.maxgrace > 0)
2177 if (disease->stats.sp) 2072 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
2179 2074
2180 if (infect_object (walk, disease, 1)) 2075 if (infect_object (walk, disease, 1))
2181 { 2076 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2078
2186 disease->destroy (); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2081 return 1;
2193 } 2082 }
2194 2083
2195 disease->destroy (); 2084 disease->destroy ();
2196 } 2085 }
2197 } /* if living creature */ 2086 } /* if living creature */
2198 } /* for range of spaces */ 2087 } /* for range of spaces */
2088
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2090 return 1;
2201} 2091}

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