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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.21 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.54 by root, Wed Apr 30 10:31:04 2008 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 (©) 2005,2006,2007,2008 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; 410 object *env = op->outer_env ();
420 411
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 413 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 415 op->destroy ();
426 return; 416 return;
427 } 417 }
428 418
429 op->remove (); 419 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 } 420 }
434 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
435 { 422 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 424 op->destroy ();
466 { 453 {
467 op->destroy (); 454 op->destroy ();
468 return; 455 return;
469 } 456 }
470 457
471 tmp->x = op->x;
472 tmp->y = op->y;
473
474 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 460 {
477 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
478 tmp->range = op->range; 462 tmp->range = op->range;
481 } 465 }
482 else 466 else
483 { 467 {
484 if (op->attacktype & AT_MAGIC) 468 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 469 tmp->attacktype |= AT_MAGIC;
470
486 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 475 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
499 484
500 /* Prevent recursion */ 485 /* Prevent recursion */
501 op->move_on = 0; 486 op->move_on = 0;
502 487
503 insert_ob_in_map (tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
504 /* remove the firebullet */ 491 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 492 op->destroy ();
508 }
509} 493}
510
511
512 494
513/* checks to see what op should do, given the space it is on 495/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 496 * (eg, explode, damage player, etc)
515 */ 497 */
516
517void 498void
518check_bullet (object *op) 499check_bullet (object *op)
519{ 500{
520 object *tmp; 501 object *tmp;
521 int dam, mflags; 502 int dam, mflags;
536 517
537 /* If nothing alive on this space, no reason to do anything further */ 518 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 519 if (!(mflags & P_IS_ALIVE))
539 return; 520 return;
540 521
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 523 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 525 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
553 } 534 }
554 } 535 }
555 } 536 }
556} 537}
557 538
558
559/* Basically, we move 'op' one square, and if it hits something, 539/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 540 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 541 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 542 * fired arches (eg, bolts).
563 */ 543 */
564
565void 544void
566move_bullet (object *op) 545move_bullet (object *op)
567{ 546{
568 sint16 new_x, new_y; 547 sint16 new_x, new_y;
569 int mflags; 548 int mflags;
612 op->destroy (); 591 op->destroy ();
613 592
614 return; 593 return;
615 } 594 }
616 595
617 op->remove (); 596 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; 597 return;
622 598
623 if (reflwall (op->map, op->x, op->y, op)) 599 if (reflwall (op->map, op->x, op->y, op))
624 { 600 {
625 op->direction = absdir (op->direction + 4); 601 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 602 update_turn_face (op);
627 } 603 }
628 else 604 else
629 {
630 check_bullet (op); 605 check_bullet (op);
631 }
632} 606}
633
634
635
636 607
637/* fire_bullet 608/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 612 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
643 * pointers. 614 * pointers.
644 */ 615 */
645
646int 616int
647fire_bullet (object *op, object *caster, int dir, object *spob) 617fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 618{
649 object *tmp = NULL; 619 object *tmp = NULL;
650 int mflags; 620 int mflags;
678 648
679 tmp->x = op->x + freearr_x[dir]; 649 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 650 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 651 tmp->map = op->map;
682 652
653 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 655 if (mflags & P_OUT_OF_MAP)
685 { 656 {
686 tmp->destroy (); 657 tmp->destroy ();
687 return 0; 658 return 0;
688 } 659 }
660
661 tmp->map = newmap;
689 662
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 664 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 666 {
699 tmp->y = op->y; 672 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 673 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 674 tmp->map = op->map;
702 } 675 }
703 676
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 677 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 678 check_bullet (tmp);
706 679
707 return 1; 680 return 1;
708} 681}
709
710
711
712 682
713/***************************************************************************** 683/*****************************************************************************
714 * 684 *
715 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
716 * 686 *
717 *****************************************************************************/ 687 *****************************************************************************/
718 688
719
720/* drops an object based on what is in the cone's "other_arch" */ 689/* drops an object based on what is in the cone's "other_arch" */
721void 690void
722cone_drop (object *op) 691cone_drop (object *op)
723{ 692{
724 object *new_ob = arch_to_object (op->other_arch); 693 object *new_ob = arch_to_object (op->other_arch);
725 694
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 695 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 696 new_ob->set_owner (op->owner);
730 697
731 /* preserve skill ownership */ 698 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 699 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 700 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 701
702 new_ob->insert_at (op, op);
738} 703}
739 704
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 705/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 706
742void 707void
746 711
747 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 713 if (!op->map)
749 { 714 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 716 op->set_speed (0);
752 update_ob_speed (op);
753 return; 717 return;
754 } 718 }
755 719
756 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
805 769
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 770 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 771 {
808 object *tmp = op->clone (); 772 object *tmp = op->clone ();
809 773
810 tmp->x = x;
811 tmp->y = y;
812
813 tmp->duration = op->duration + 1; 774 tmp->duration = op->duration + 1;
814 775
815 /* Use for spell tracking - see ok_to_put_more() */ 776 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 777 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 778
779 op->map->insert (tmp, x, y, op);
780
818 if (tmp->other_arch) 781 if (tmp->other_arch)
819 cone_drop (tmp); 782 cone_drop (tmp);
820 } 783 }
821 } 784 }
822} 785}
855 818
856 /* Need to know what the movetype of the object we are about 819 /* 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 820 * to create is, so we can know if the space we are about to
858 * insert it into is blocked. 821 * insert it into is blocked.
859 */ 822 */
860 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
861 824
862 for (i = range_min; i <= range_max; i++) 825 for (i = range_min; i <= range_max; i++)
863 { 826 {
864 sint16 x, y, d; 827 sint16 x, y, d;
865 828
901 success = 1; 864 success = 1;
902 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 866 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 868 tmp->level = caster_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
909 870
910 /* holy word stuff */ 871 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
946 else 907 else
947 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
948 } 909 }
949 910
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
952 913
953 if (!tmp->move_on && tmp->stats.dam) 914 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); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 916
958 insert_ob_in_map (tmp, m, op, 0); 917 m->insert (tmp, sx, sy, op);
959 918
960 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 920 * a single space too many times.
962 */ 921 */
963 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
973 * 932 *
974 * BOMB related code 933 * BOMB related code
975 * 934 *
976 ****************************************************************************/ 935 ****************************************************************************/
977 936
978
979/* This handles an exploding bomb. 937/* This handles an exploding bomb.
980 * op is the original bomb object. 938 * op is the original bomb object.
981 */ 939 */
982void 940void
983animate_bomb (object *op) 941animate_bomb (object *op)
984{ 942{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 944 return;
991 945
992 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
993 947
994 if (op->env) 948 if (op->env)
995 { 949 {
996 if (env->map == NULL) 950 if (env->map == NULL)
997 return; 951 return;
998 952
999 if (env->type == PLAYER) 953 if (!(op = op->insert_at (env, op)))
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
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; 954 return;
1007 } 955 }
1008 956
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 957 // 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 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
1017 965
1018 /* This copies a lot of the code from the fire bullet, 966 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 968 * so just set up the appropriate values.
1021 */ 969 */
1022 at = archetype::find (SPLINT); 970 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 971 {
1025 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
1026 { 973 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 975 continue;
976
1029 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
1030 tmp->direction = i; 978 tmp->direction = i;
1031 tmp->range = op->range; 979 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 981 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 983 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 984 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 985 tmp->skill = op->skill;
1039 } 986
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 988 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 989
1043 tmp->y = op->y + freearr_x[i]; 990 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); 991 move_bullet (tmp);
1046 } 992 }
1047 } 993 }
1048 994
1049 explode_bullet (op); 995 explode_bullet (op);
1050} 996}
1051 997
1052int 998int
1053create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1054{ 1000{
1055
1056 object *tmp; 1001 object *tmp;
1057 int mflags; 1002 int mflags;
1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1059 maptile *m; 1004 maptile *m;
1060 1005
1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1007 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 { 1008 {
1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1009 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1065 return 0; 1010 return 0;
1066 } 1011 }
1012
1067 tmp = arch_to_object (spell->other_arch); 1013 tmp = arch_to_object (spell->other_arch);
1068 1014
1069 /* level dependencies for bomb */ 1015 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1017 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1018 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1019 tmp->attacktype = spell->attacktype;
1074 1020
1075 tmp->set_owner (op); 1021 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1022 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1023
1078 tmp->y = dy; 1024 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1025 return 1;
1081} 1026}
1082 1027
1083/**************************************************************************** 1028/****************************************************************************
1084 * 1029 *
1093 * dir is the direction to look in. 1038 * dir is the direction to look in.
1094 * range is how far out to look. 1039 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1040 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces. 1041 * this info is used for blocked magic/unholy spaces.
1097 */ 1042 */
1098
1099object * 1043object *
1100get_pointed_target (object *op, int dir, int range, int type) 1044get_pointed_target (object *op, int dir, int range, int type)
1101{ 1045{
1102 object *target; 1046 object *target;
1103 sint16 x, y; 1047 sint16 x, y;
1122 return NULL; 1066 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1067 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1068 return NULL;
1125 1069
1126 if (mflags & P_IS_ALIVE) 1070 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1071 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1072 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1073 return target;
1133 }
1134 }
1135 }
1136 } 1074 }
1075
1137 return NULL; 1076 return NULL;
1138} 1077}
1139
1140 1078
1141/* cast_smite_arch() - the priest points to a creature and causes 1079/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1080 * a 'godly curse' to decend.
1143 * usual params - 1081 * usual params -
1144 * op = player 1082 * op = player
1145 * caster = object casting the spell. 1083 * caster = object casting the spell.
1146 * dir = direction being cast 1084 * dir = direction being cast
1147 * spell = spell object 1085 * spell = spell object
1148 */ 1086 */
1149
1150int 1087int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1088cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1089{
1153 object *effect, *target; 1090 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1091 object *god = find_god (determine_god (op));
1227 1164
1228 effect->set_owner (op); 1165 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1166 set_spell_skill (op, caster, spell, effect);
1230 1167
1231 /* ok, tell it where to be, and insert! */ 1168 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1169 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1170
1236 return 1; 1171 return 1;
1237} 1172}
1238
1239 1173
1240/**************************************************************************** 1174/****************************************************************************
1241 * 1175 *
1242 * MAGIC MISSILE code. 1176 * MAGIC MISSILE code.
1243 * note that the fire_bullet is used to fire the missile. The 1177 * note that the fire_bullet is used to fire the missile. The
1294 { 1228 {
1295 op->destroy (); 1229 op->destroy ();
1296 return; 1230 return;
1297 } 1231 }
1298 1232
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); 1233 i = spell_find_dir (m, new_x, new_y, op->owner);
1303 if (i > 0 && i != op->direction) 1234 if (i > 0 && i != op->direction)
1304 { 1235 {
1305 op->direction = i; 1236 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1237 SET_ANIMATION (op, op->direction);
1307 } 1238 }
1308 1239
1309 insert_ob_in_map (op, op->map, op, 0); 1240 m->insert (op, new_x, new_y, op);
1310} 1241}
1311 1242
1312/**************************************************************************** 1243/****************************************************************************
1313 * Destruction 1244 * Destruction
1314 ****************************************************************************/ 1245 ****************************************************************************/
1317 * we do this by creating a force and inserting it in the 1248 * we do this by creating a force and inserting it in the
1318 * object. if time is 0, the object glows permanently. To truely 1249 * object. if time is 0, the object glows permanently. To truely
1319 * make this work for non-living objects, we would have to 1250 * make this work for non-living objects, we would have to
1320 * give them the capability to have an inventory. b.t. 1251 * give them the capability to have an inventory. b.t.
1321 */ 1252 */
1322
1323int 1253int
1324make_object_glow (object *op, int radius, int time) 1254make_object_glow (object *op, int radius, int time)
1325{ 1255{
1326 object *tmp;
1327
1328 /* some things are unaffected... */ 1256 /* some things are unaffected... */
1329 if (op->path_denied & PATH_LIGHT) 1257 if (op->path_denied & PATH_LIGHT)
1330 return 0; 1258 return 0;
1331 1259
1332 tmp = get_archetype (FORCE_NAME); 1260 object *tmp = get_archetype (FORCE_NAME);
1333 tmp->speed = 0.01; 1261 tmp->speed = 0.01;
1334 tmp->stats.food = time; 1262 tmp->stats.food = time;
1335 SET_FLAG (tmp, FLAG_IS_USED_UP); 1263 SET_FLAG (tmp, FLAG_IS_USED_UP);
1336 tmp->glow_radius = radius; 1264 tmp->glow_radius = radius;
1337 if (tmp->glow_radius > MAX_LIGHT_RADII) 1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1338 tmp->glow_radius = MAX_LIGHT_RADII; 1266 tmp->glow_radius = MAX_LIGHT_RADII;
1339 1267
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); 1268 tmp = insert_ob_in_ob (tmp, op);
1269
1345 if (tmp->glow_radius > op->glow_radius) 1270 if (tmp->glow_radius > op->glow_radius)
1346 op->glow_radius = tmp->glow_radius; 1271 op->glow_radius = tmp->glow_radius;
1347 1272
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; 1273 return 1;
1354} 1274}
1355
1356
1357
1358 1275
1359int 1276int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1277cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1278{
1362 int i, j, range, mflags, friendly = 0, dam, dur; 1279 int i, j, range, mflags, friendly = 0, dam, dur;
1383 else if (caster->skill) 1300 else if (caster->skill)
1384 op->skill = caster->skill; 1301 op->skill = caster->skill;
1385 else 1302 else
1386 op->skill = NULL; 1303 op->skill = NULL;
1387 1304
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1305 op->change_skill (find_skill_by_name (op, op->skill));
1389 1306
1390 for (i = -range; i < range; i++) 1307 for (i = -range; i < range; i++)
1391 { 1308 {
1392 for (j = -range; j < range; j++) 1309 for (j = -range; j < range; j++)
1393 { 1310 {
1394 m = op->map; 1311 m = op->map;
1395 sx = op->x + i; 1312 sx = op->x + i;
1396 sy = op->y + j; 1313 sy = op->y + j;
1314
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1315 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP) 1316 if (mflags & P_OUT_OF_MAP)
1399 continue; 1317 continue;
1318
1400 if (mflags & P_IS_ALIVE) 1319 if (mflags & P_IS_ALIVE)
1401 { 1320 {
1402 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1322 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break; 1323 break;
1406 } 1324
1407 if (tmp) 1325 if (tmp)
1408 { 1326 {
1409 if (tmp->head) 1327 if (tmp->head)
1410 tmp = tmp->head; 1328 tmp = tmp->head;
1411 1329
1414 { 1332 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1333 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1334 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1418 if (spell_ob->other_arch) 1336 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1337 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 } 1338 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1339 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 { 1340 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1341 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1342 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 } 1343 }
1437 } 1344 }
1438 } 1345 }
1439 } 1346 }
1440 } 1347 }
1441 } 1348 }
1349
1442 op->skill = skill; 1350 op->skill = skill;
1443 return 1; 1351 return 1;
1444} 1352}
1445 1353
1446/*************************************************************************** 1354/***************************************************************************
1460 { 1368 {
1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1369 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1462 return 0; 1370 return 0;
1463 } 1371 }
1464 1372
1373 tmp = tmp->head_ ();
1374
1465 /* If we've already got a force of this type, don't add a new one. */ 1375 /* 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) 1376 for (force = tmp->inv; force; force = force->below)
1467 { 1377 {
1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1378 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 { 1379 {
1470 if (force->name == spell_ob->name) 1380 if (force->name == spell_ob->name)
1471 { 1381 {
1477 return 0; 1387 return 0;
1478 } 1388 }
1479 } 1389 }
1480 } 1390 }
1481 1391
1482 if (force == NULL) 1392 if (!force)
1483 { 1393 {
1484 force = get_archetype (FORCE_NAME); 1394 force = get_archetype (FORCE_NAME);
1485 force->subtype = FORCE_CHANGE_ABILITY; 1395 force->subtype = FORCE_CHANGE_ABILITY;
1396
1486 if (spell_ob->race) 1397 if (spell_ob->race)
1487 force->name = spell_ob->race; 1398 force->name = spell_ob->race;
1488 else 1399 else
1489 force->name = spell_ob->name; 1400 force->name = spell_ob->name;
1490 1401
1500 { 1411 {
1501 force->duration = duration; 1412 force->duration = duration;
1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1503 } 1414 }
1504 else 1415 else
1505 {
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 } 1417
1508 return 1; 1418 return 1;
1509 } 1419 }
1420
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1421 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0; 1422 force->speed = 1.f;
1512 force->speed_left = -1.0; 1423 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1424 SET_FLAG (force, FLAG_APPLIED);
1514 1425
1515 if (god) 1426 if (god)
1516 { 1427 {
1517 if (spell_ob->last_grace) 1428 if (spell_ob->last_grace)
1530 force->stats.ac = spell_ob->stats.ac; 1441 force->stats.ac = spell_ob->stats.ac;
1531 force->stats.wc = spell_ob->stats.wc; 1442 force->stats.wc = spell_ob->stats.wc;
1532 1443
1533 change_abil (tmp, force); /* Mostly to display any messages */ 1444 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp); 1445 insert_ob_in_ob (force, tmp);
1535 fix_player (tmp); 1446 tmp->update_stats ();
1536 return 1; 1447 return 1;
1537 1448
1538} 1449}
1539
1540 1450
1541/********************************************************************** 1451/**********************************************************************
1542 * mood change 1452 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1453 * 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 1454 * effects monsters, it seems best to put it into this file
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1484 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race; 1485 race = god->race;
1576 else 1486 else
1577 race = spell->race; 1487 race = spell->race;
1578 1488
1579
1580 for (x = op->x - range; x <= op->x + range; x++) 1489 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++) 1490 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1491 {
1583
1584 done_one = 0; 1492 done_one = 0;
1585 m = op->map; 1493 m = op->map;
1586 nx = x; 1494 nx = x;
1587 ny = y; 1495 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1496 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1591 1499
1592 /* If there is nothing living on this space, no need to go further */ 1500 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1501 if (!(mflags & P_IS_ALIVE))
1594 continue; 1502 continue;
1595 1503
1504 // players can only affect spaces that they can actually see
1505 if (caster && caster->contr
1506 && caster->contr->visibility_at (m, nx, ny) < 70)
1507 continue;
1508
1596 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1509 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1510 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break; 1511 break;
1599 1512
1600 /* There can be living objects that are not monsters */ 1513 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1514 if (!tmp || tmp->type == PLAYER)
1608 head = tmp; 1521 head = tmp;
1609 1522
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1523 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1524 if (race && head->race && !strstr (race, head->race))
1612 continue; 1525 continue;
1526
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1527 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1528 continue;
1615 1529
1616 /* Now do a bunch of stuff related to saving throws */ 1530 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1531 best_at = -1;
1634 at -= level / 5; 1548 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1549 if (did_make_save (head, head->level, at))
1636 continue; 1550 continue;
1637 } 1551 }
1638 else /* spell->attacktype */ 1552 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 { 1553 {
1554 /*
1555 Spell has no attacktype (charm & such), so we'll have a specific saving:
1556 * if spell level < monster level, no go
1557 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1558
1559 The chance will then be in the range [20-70] percent, not too bad.
1560
1561 This is required to fix the 'charm monster' abuse, where a player level 1 can
1562 charm a level 125 monster...
1563
1564 Ryo, august 14th
1565 */
1652 if (head->level > level) 1566 if (head->level > level)
1653 continue; 1567 continue;
1568
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1569 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1570 /* Failed, no effect */
1656 continue; 1571 continue;
1657 } 1572 }
1658 1573
1659 /* Done with saving throw. Now start effecting the monster */ 1574 /* Done with saving throw. Now start affecting the monster */
1660 1575
1661 /* aggravation */ 1576 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1577 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1578 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1579 CLEAR_FLAG (head, FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1580 remove_friendly_object (head);
1667
1668 done_one = 1; 1581 done_one = 1;
1669 head->enemy = op; 1582 head->enemy = op;
1670 } 1583 }
1671 1584
1672 /* calm monsters */ 1585 /* calm monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1594 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1595 {
1683 SET_FLAG (head, FLAG_BERSERK); 1596 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1597 done_one = 1;
1685 } 1598 }
1599
1686 /* charm */ 1600 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 { 1602 {
1689 SET_FLAG (head, FLAG_FRIENDLY); 1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontrolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1606 Typical use case is charm, go somwhere, use aggravation to make hostile.
1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1609 head->set_owner (op);
1695 set_spell_skill (op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1700 head->stats.exp = 0; 1615 head->stats.exp = 0;
1701 } 1616 }
1702 1617
1703 /* If a monster was effected, put an effect in */ 1618 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1619 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch); 1620 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 */ 1621 } /* for y */
1712 1622
1713 return 1; 1623 return 1;
1714} 1624}
1715 1625
1766 nx = op->x; 1676 nx = op->x;
1767 ny = op->y; 1677 ny = op->y;
1768 m = op->map; 1678 m = op->map;
1769 } 1679 }
1770 1680
1771 op->remove (); 1681 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1682
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1683 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1684 surrounding squares */
1778 1685
1779 /* loop over current square and neighbors to hit. 1686 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1687 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1688 * the surround spaces.
1782 */ 1689 */
1783 for (j = 0; j < 9; j++) 1690 for (j = 0; j < 9; j++)
1784 { 1691 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1692 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1693 hy = ny + freearr_y[j];
1789 1694
1790 m = op->map; 1695 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1805 1710
1806 } 1711 }
1807 1712
1808 /* insert the other arch */ 1713 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1714 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1715 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 } 1716 }
1817 1717
1818 /* restore to the center location and damage */ 1718 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1719 op->stats.dam = dam_save;
1820 1720
1823 if (i >= 0) 1723 if (i >= 0)
1824 { /* we have a preferred direction! */ 1724 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1725 /* 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 || 1726 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))) 1727 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1728 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1729
1831 op->direction = i; 1730 op->direction = i;
1832 } 1731 }
1833} 1732}
1834 1733
1835 1734
1873#if 0 1772#if 0
1874 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space. 1776 // space.
1878 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1879 // (schmorp) 1778 // (schmorp)
1880 1779
1881 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1882 * more uniform 1781 * more uniform
1883 */ 1782 */
1965 1864
1966 if (!spell->other_arch) 1865 if (!spell->other_arch)
1967 return 0; 1866 return 0;
1968 1867
1969 tmp = get_archetype (SWARM_SPELL); 1868 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. */ 1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1870 set_spell_skill (op, caster, spell, tmp);
1974 1871
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1873 tmp->spell = arch_to_object (spell->other_arch);
1977 1874
1978 tmp->attacktype = tmp->spell->attacktype; 1875 tmp->attacktype = tmp->spell->attacktype;
1979 1876
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1878 if (!tailor_god_spell (tmp, op))
1983 return 1; 1879 return 1;
1984 } 1880
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1881 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1882 for (i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1884
1989 tmp->direction = dir; 1885 tmp->direction = dir;
1990 tmp->invisible = 1; 1886 tmp->invisible = 1;
1991 insert_ob_in_map (tmp, op->map, op, 0); 1887
1888 tmp->insert_at (op, op);
1992 return 1; 1889 return 1;
1993} 1890}
1994 1891
1995 1892
1996/* See the spells documentation file for why this is its own 1893/* See the spells documentation file for why this is its own
2056 { 1953 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1954 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1955 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1956 tmp->glow_radius = MAX_LIGHT_RADII;
2060 } 1957 }
2061 tmp->x = x; 1958
2062 tmp->y = y; 1959 m->insert (tmp, x, y, op);
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1; 1960 return 1;
2065} 1961}
2066
2067
2068
2069 1962
2070/* cast_cause_disease: this spell looks along <dir> from the 1963/* cast_cause_disease: this spell looks along <dir> from the
2071 * player and infects someone. 1964 * player and infects someone.
2072 * op is the player/monster, caster is the object, dir is the direction 1965 * 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 1966 * to cast, disease_arch is the specific disease, and type is the spell number
2074 * perhaps this should actually be in disease.c? 1967 * perhaps this should actually be in disease.c?
2075 */ 1968 */
2076
2077int 1969int
2078cast_cause_disease (object *op, object *caster, object *spell, int dir) 1970cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{ 1971{
2080 sint16 x, y; 1972 sint16 x, y;
2081 int i, mflags, range, dam_mod, dur_mod; 1973 int i, mflags, range, dam_mod, dur_mod;
2088 /* If casting from a scroll, no direction will be available, so refer to the 1980 /* If casting from a scroll, no direction will be available, so refer to the
2089 * direction the player is pointing. 1981 * direction the player is pointing.
2090 */ 1982 */
2091 if (!dir) 1983 if (!dir)
2092 dir = op->facing; 1984 dir = op->facing;
1985
2093 if (!dir) 1986 if (!dir)
2094 return 0; /* won't find anything if casting on ourself, so just return */ 1987 return 0; /* won't find anything if casting on ourself, so just return */
2095 1988
2096 /* Calculate these once here */ 1989 /* Calculate these once here */
2097 range = spell->range + SP_level_range_adjust (caster, spell); 1990 range = spell->range + SP_level_range_adjust (caster, spell);
2131 /* do level adjustments */ 2024 /* do level adjustments */
2132 if (disease->stats.wc) 2025 if (disease->stats.wc)
2133 disease->stats.wc += dur_mod / 2; 2026 disease->stats.wc += dur_mod / 2;
2134 2027
2135 if (disease->magic > 0) 2028 if (disease->magic > 0)
2136 disease->magic += dur_mod / 4; 2029 disease->magic += dur_mod / 8;
2137 2030
2138 if (disease->stats.maxhp > 0) 2031 if (disease->stats.maxhp > 0)
2139 disease->stats.maxhp += dur_mod; 2032 disease->stats.maxhp += dur_mod;
2140 2033
2141 if (disease->stats.maxgrace > 0) 2034 if (disease->stats.maxgrace > 0)
2176 if (disease->stats.sp) 2069 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod; 2070 disease->stats.sp -= dam_mod;
2178 2071
2179 if (infect_object (walk, disease, 1)) 2072 if (infect_object (walk, disease, 1))
2180 { 2073 {
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); 2074 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184 2075
2185 disease->destroy (); /* don't need this one anymore */ 2076 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2077 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; 2078 return 1;
2192 } 2079 }
2193 2080
2194 disease->destroy (); 2081 disease->destroy ();
2195 } 2082 }
2196 } /* if living creature */ 2083 } /* if living creature */
2197 } /* for range of spaces */ 2084 } /* for range of spaces */
2085
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2086 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2087 return 1;
2200} 2088}

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