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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.6 by root, Tue Aug 29 08:01:38 2006 UTC vs.
Revision 1.58 by root, Sat May 17 14:57:23 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.6 2006/08/29 08:01:38 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* 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
45 * 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)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 134 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 141
144 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
150 new_bolt->duration++; 148 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 154 update_turn_face (new_bolt);
159} 155}
160 156
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
163 */ 159 */
164 160void
165void move_bolt(object *op) { 161move_bolt (object *op)
166 object *tmp; 162{
167 int mflags; 163 int mflags;
168 sint16 x, y; 164 sint16 x, y;
169 mapstruct *m; 165 maptile *m;
170 166
171 if(--(op->duration)<0) { 167 if (--op->duration < 0)
172 remove_ob(op); 168 {
173 free_object(op); 169 op->destroy ();
170 return;
171 }
172
173 hit_map (op, 0, op->attacktype, 1);
174
175 if (!op->direction)
176 return;
177
178 if (--op->range < 0)
179 op->range = 0;
180 else
181 {
182 x = op->x + DIRX (op);
183 y = op->y + DIRY (op);
184 m = op->map;
185 mflags = get_map_flags (m, &m, x, y, &x, &y);
186
187 if (mflags & P_OUT_OF_MAP)
174 return; 188 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 189
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 190 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 191 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 192 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 193 * will be useful.
195 */ 194 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 195 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 196 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 198 return;
201 199
202 /* Since walls don't run diagonal, if the bolt is in 200 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 201 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 202 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 203 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 204 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 205 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 206 * to the southwest.
209 */ 207 */
210 if(op->direction&1) 208 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 209 op->direction = absdir (op->direction + 4);
212 else { 210 else
211 {
213 int left, right; 212 int left, right;
214 int mflags; 213 int mflags;
215 214
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 215 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 216 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 217 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 218 * op->direction-1 or op->direction+1 does not exist.
220 */ 219 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 220 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 221 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 222
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 223 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 224
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 226 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 227 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 228
230 if(left==right) 229 if (left == right)
231 op->direction=absdir(op->direction+4); 230 op->direction = absdir (op->direction + 4);
232 else if(left) 231 else if (left)
233 op->direction=absdir(op->direction+2); 232 op->direction = absdir (op->direction + 2);
234 else if(right) 233 else if (right)
235 op->direction=absdir(op->direction-2); 234 op->direction = absdir (op->direction - 2);
236 } 235 }
236
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 238 return;
239 } 239 }
240 else
240 else { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 242 object *tmp = op->clone ();
242 copy_object(op,tmp); 243
244 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 245 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 246 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 247 tmp->duration++;
248 248
249 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 250 * going off in other directions.
251 */ 251 */
252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
253 forklightning (op, tmp); /* stats.Dex % of forking */
252 254
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
258 */ 257 */
259 op->range = 0; 258 op->range = 0;
260 } /* copy object and move it along */ 259 } /* copy object and move it along */
261 } /* if move bolt along */ 260 } /* if move bolt along */
262} 261}
263 262
264/* fire_bolt 263/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 264 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 265 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 266 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 267 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 268 * This function sets up the appropriate owner and skill
270 * pointers. 269 * pointers.
271 */ 270 */
272 271int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 272fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
273{
274 object *tmp=NULL; 274 object *tmp = NULL;
275 int mflags; 275 int mflags;
276 276
277 if (!spob->other_arch) 277 if (!spob->other_arch)
278 return 0; 278 return 0;
279 279
280 tmp=arch_to_object(spob->other_arch); 280 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 281 if (tmp == NULL)
282 return 0; 282 return 0;
283 283
284 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 287
288 if (spob->slaying)
289 tmp->slaying = spob->slaying;
290
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
292 295
293 tmp->direction=dir; 296 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 297 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 298 SET_ANIMATION (tmp, dir);
296 299
297 set_owner(tmp,op); 300 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 301 set_spell_skill (op, caster, spob, tmp);
299 302
300 tmp->x=op->x + DIRX(tmp); 303 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 304 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 305 tmp->map = op->map;
303 306
307 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 308 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 309 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 310 {
311 tmp->destroy ();
307 return 0; 312 return 0;
308 } 313 }
314
315 tmp->map = newmap;
316
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 317 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
318 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 320 {
321 tmp->destroy ();
312 return 0; 322 return 0;
313 } 323 }
324
314 tmp->x=op->x; 325 tmp->x = op->x;
315 tmp->y=op->y; 326 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 327 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 328 tmp->map = op->map;
318 } 329 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 330
331 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 332 move_bolt (tmp);
333
321 return 1; 334 return 1;
322} 335}
323
324
325 336
326/*************************************************************************** 337/***************************************************************************
327 * 338 *
328 * BULLET/BALL CODE 339 * BULLET/BALL CODE
329 * 340 *
330 ***************************************************************************/ 341 ***************************************************************************/
331 342
332/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 345 * At least that is what I think this does.
335 */ 346 */
347void
336void explosion(object *op) { 348explosion (object *op)
337 object *tmp; 349{
338 mapstruct *m=op->map; 350 maptile *m = op->map;
339 int i; 351 int i;
340 352
341 if(--(op->duration)<0) { 353 if (--op->duration < 0)
342 remove_ob(op); 354 {
343 free_object(op); 355 op->destroy ();
344 return; 356 return;
345 } 357 }
358
346 hit_map(op,0,op->attacktype,0); 359 hit_map (op, 0, op->attacktype, 0);
347 360
348 if(op->range>0) { 361 if (op->range > 0)
362 {
349 for(i=1;i<9;i++) { 363 for (i = 1; i < 9; i++)
364 {
350 sint16 dx,dy; 365 sint16 dx, dy;
351 366
352 dx=op->x+freearr_x[i]; 367 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
354 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 371 * out of map, etc.
356 */ 372 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 374 {
359 copy_object(op,tmp); 375 object *tmp = op->clone ();
376
360 tmp->state=0; 377 tmp->state = 0;
361 tmp->speed_left= -0.21; 378 tmp->speed_left = -0.21f;
362 tmp->range--; 379 tmp->range--;
363 tmp->value=0; 380 tmp->value = 0;
364 tmp->x=dx; 381
365 tmp->y=dy; 382 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 383 }
368 } 384 }
369 } 385 }
370} 386}
371
372 387
373/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
375 * explode. 390 * explode.
376 */ 391 */
392void
377void explode_bullet(object *op) 393explode_bullet (object *op)
378{ 394{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 395 object *tmp, *owner;
381 396
382 if (op->other_arch == NULL) { 397 if (op->other_arch == NULL)
398 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 399 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 400 op->destroy ();
385 free_object (op); 401 return;
402 }
403
404 if (op->env)
405 {
406 object *env = op->outer_env ();
407
408 if (!env->map || out_of_map (env->map, env->x, env->y))
409 {
410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
411 op->destroy ();
412 return;
413 }
414
415 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
416 }
417 else if (out_of_map (op->map, op->x, op->y))
418 {
419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
420 op->destroy ();
421 return;
422 }
423
424 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
425 // NOTE: If this breaks something important: remove this. I can't think of anything
426 // bad at the moment that might happen from this.
427 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
428 {
429 op->destroy ();
430 return;
431 }
432
433 if (op->attacktype)
434 {
435 hit_map (op, 0, op->attacktype, 1);
436
437 if (op->destroyed ())
386 return; 438 return;
387 } 439 }
388 440
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 442 tmp = arch_to_object (op->other_arch);
428 443
429 copy_owner (tmp, op); 444 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 445 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 446
433 owner = get_owner(op); 447 owner = op->owner;
448
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
435 !tailor_god_spell(tmp, owner)) { 450 {
436 remove_ob (op); 451 op->destroy ();
437 free_object (op);
438 return; 452 return;
439 } 453 }
440 tmp->x = op->x;
441 tmp->y = op->y;
442 454
443 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
457 {
445 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 459 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 460 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 461 tmp->duration = op->duration;
449 } else { 462 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 463 else
464 {
465 if (op->attacktype & AT_MAGIC)
466 tmp->attacktype |= AT_MAGIC;
467
451 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 472 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 473 * the count of the parent should work fine.
457 */ 474 */
458 tmp->stats.maxhp = op->count; 475 tmp->stats.maxhp = op->count;
459 } 476 }
460 477
461 /* Set direction of cone explosion */ 478 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 479 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
464 481
465 /* Prevent recursion */ 482 /* Prevent recursion */
466 op->move_on = 0; 483 op->move_on = 0;
467 484
468 insert_ob_in_map(tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
469 /* remove the firebullet */ 488 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 489 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 490}
475
476
477 491
478/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
480 */ 494 */
481 495void
482void check_bullet(object *op) 496check_bullet (object *op)
483{ 497{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 498 object *tmp;
486 int dam, mflags; 499 int dam, mflags;
487 mapstruct *m; 500 maptile *m;
488 sint16 sx, sy; 501 sint16 sx, sy;
489 502
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 504
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 506 return;
494 507
495 if (op->other_arch) { 508 if (op->other_arch)
509 {
496 /* explode object will also remove op */ 510 /* explode object will also remove op */
497 explode_bullet (op); 511 explode_bullet (op);
498 return; 512 return;
499 } 513 }
500 514
501 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 516 if (!(mflags & P_IS_ALIVE))
517 return;
503 518
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
505 { 520 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 522 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 524
510 || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 { 526 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 528 {
514 free_object(op); 529 op->destroy ();
515 return; 530 return;
516 } 531 }
517 } 532 }
518 } 533 }
519 } 534 }
520} 535}
521
522 536
523/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 538 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
527 */ 541 */
528 542void
529void move_bullet(object *op) 543move_bullet (object *op)
530{ 544{
531 sint16 new_x, new_y; 545 sint16 new_x, new_y;
532 int mflags; 546 int mflags;
533 mapstruct *m; 547 maptile *m;
534 548
535#if 0 549#if 0
536 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
537 551
538 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 554 if (op->stats.sp == SP_METEOR)
555 {
541 replace_insert_ob_in_map("fire_trail",op); 556 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
543 return; 558 return;
544 } /* end addition. */ 559 } /* end addition. */
545#endif 560#endif
546 561
547 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 563 if (--op->range <= 0)
564 {
549 if (op->other_arch) { 565 if (op->other_arch)
550 explode_bullet (op); 566 explode_bullet (op);
551 } else { 567 else
552 remove_ob (op); 568 op->destroy ();
553 free_object (op); 569
554 }
555 return; 570 return;
556 } 571 }
557 572
558 new_x = op->x + DIRX(op); 573 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 574 new_y = op->y + DIRY (op);
560 m = op->map; 575 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 577
563 if (mflags & P_OUT_OF_MAP) { 578 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 579 {
565 free_object (op); 580 op->destroy ();
566 return; 581 return;
567 } 582 }
568 583
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
585 {
570 if (op->other_arch) { 586 if (op->other_arch)
571 explode_bullet (op); 587 explode_bullet (op);
572 } else { 588 else
573 remove_ob (op); 589 op->destroy ();
574 free_object (op); 590
575 }
576 return; 591 return;
577 } 592 }
578 593
579 remove_ob (op); 594 if (!(op = m->insert (op, new_x, new_y, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 595 return;
584 596
585 if (reflwall (op->map, op->x, op->y, op)) { 597 if (reflwall (op->map, op->x, op->y, op))
598 {
586 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 600 update_turn_face (op);
588 } else { 601 }
602 else
589 check_bullet (op); 603 check_bullet (op);
590 }
591} 604}
592
593
594
595 605
596/* fire_bullet 606/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 610 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
602 * pointers. 612 * pointers.
603 */ 613 */
604 614int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 615fire_bullet (object *op, object *caster, int dir, object *spob)
616{
606 object *tmp=NULL; 617 object *tmp = NULL;
607 int mflags; 618 int mflags;
608 619
609 if (!spob->other_arch) 620 if (!spob->other_arch)
610 return 0; 621 return 0;
611 622
612 tmp=arch_to_object(spob->other_arch); 623 tmp = spob->other_arch->instance ();
613 if(tmp==NULL) 624 if (!tmp)
614 return 0; 625 return 0;
615 626
616 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 630 if (spob->slaying)
631 tmp->slaying = spob->slaying;
620 632
621 tmp->range = 50; 633 tmp->range = 50;
622 634
623 /* Need to store duration/range for the ball to use */ 635 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 638 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 639
628 tmp->direction=dir; 640 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 642 SET_ANIMATION (tmp, dir);
631 643
632 set_owner(tmp,op); 644 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
634 646
635 tmp->x=op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 649 tmp->map = op->map;
638 650
651 maptile *newmap;
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 653 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp); 654 {
655 tmp->destroy ();
642 return 0; 656 return 0;
643 } 657 }
658
659 tmp->map = newmap;
660
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
662 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 664 {
665 tmp->destroy ();
647 return 0; 666 return 0;
648 } 667 }
668
649 tmp->x=op->x; 669 tmp->x = op->x;
650 tmp->y=op->y; 670 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 671 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 672 tmp->map = op->map;
653 } 673 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 674
675 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 676 check_bullet (tmp);
656 } 677
657 return 1; 678 return 1;
658} 679}
659
660
661
662 680
663/***************************************************************************** 681/*****************************************************************************
664 * 682 *
665 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
666 * 684 *
667 *****************************************************************************/ 685 *****************************************************************************/
668 686
669
670/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
688void
671void cone_drop(object *op) { 689cone_drop (object *op)
690{
672 object *new_ob = arch_to_object(op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
673 692
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 693 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 694 new_ob->set_owner (op->owner);
678 695
679 /* preserve skill ownership */ 696 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 697 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill);
682 new_ob->skill = add_refcount(op->skill); 698 new_ob->skill = op->skill;
683 } 699
684 insert_ob_in_map(new_ob,op->map,op,0); 700 new_ob->insert_at (op, op);
685
686} 701}
687 702
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 704
705void
690void move_cone(object *op) { 706move_cone (object *op)
691 int i; 707{
692 tag_t tag;
693
694 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 709 if (!op->map)
710 {
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
697 op->name ? op->name : "unknown");
698 op->speed = 0; 712 op->set_speed (0);
699 update_ob_speed (op);
700 return; 713 return;
701 } 714 }
702 715
703 /* lava saves it's life, but not yours :) */ 716 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 717 if (QUERY_FLAG (op, FLAG_LIFESAVE))
718 {
705 hit_map(op,0,op->attacktype,0); 719 hit_map (op, 0, op->attacktype, 0);
706 return; 720 return;
707 } 721 }
708 722
709#if 0 723#if 0
710 /* Disable this - enabling it makes monsters easier, as 724 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 725 * when their cone dies when they die.
712 */ 726 */
713 /* If no owner left, the spell dies out. */ 727 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 728 if (op->owner == NULL)
715 remove_ob(op); 729 {
716 free_object(op); 730 op->destroy ();
717 return; 731 return;
718 } 732 }
719#endif 733#endif
720 734
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 735 hit_map (op, 0, op->attacktype, 0);
723 736
724 /* Check to see if we should push anything. 737 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 738 * Spell objects with weight push whatever they encounter to some
726 * degree. 739 * degree.
727 */ 740 */
741 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 742 check_spell_knockback (op);
729 743
730 if (was_destroyed (op, tag)) 744 if (op->destroyed ())
745 return;
746
747 if ((op->duration--) < 0)
748 {
749 op->destroy ();
731 return; 750 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 751 }
738 /* Object has hit maximum range, so don't have it move 752 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 753 * any further. When the duration above expires,
740 * then the object will get removed. 754 * then the object will get removed.
741 */ 755 */
742 if (--op->range < 0) { 756 if (--op->range < 0)
757 {
743 op->range=0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
744 return; 759 return;
760 }
761
762 for (int i = -1; i <= 1; i++)
745 } 763 {
764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
746 765
747 for(i= -1;i<2;i++) {
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
749 y=op->y+freearr_y[absdir(op->stats.sp+i)];
750
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 767 {
753 copy_object(op, tmp); 768 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 769
757 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
758 771
759 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 774
775 op->map->insert (tmp, x, y, op);
776
762 if (tmp->other_arch) cone_drop(tmp); 777 if (tmp->other_arch)
778 cone_drop (tmp);
763 } 779 }
764 } 780 }
765} 781}
766 782
767/* cast_cone: casts a cone spell. 783/* cast_cone: casts a cone spell.
770 * dir: direction to fire in. 786 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 787 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 788 * to fire.
773 * returns 0 on failure, 1 on success. 789 * returns 0 on failure, 1 on success.
774 */ 790 */
791int
775int cast_cone(object *op, object *caster,int dir, object *spell) 792cast_cone (object *op, object *caster, int dir, object *spell)
776{ 793{
777 object *tmp; 794 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 795 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 796 maptile *m;
780 sint16 sx, sy; 797 sint16 sx, sy;
781 MoveType movetype; 798 MoveType movetype;
782 799
783 if (!spell->other_arch) return 0; 800 if (!spell->other_arch)
801 return 0;
784 802
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 803 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
786 op->attacktype & AT_TURN_UNDEAD) { 804 {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!"); 805 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
789 return 0; 806 return 0;
790 } 807 }
791 808
792 if(!dir) { 809 if (!dir)
810 {
793 range_min= 0; 811 range_min = 0;
794 range_max=8; 812 range_max = 8;
795 } 813 }
796 814
797 /* Need to know what the movetype of the object we are about 815 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to 816 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 817 * insert it into is blocked.
800 */ 818 */
801 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
802 820
803 for(i=range_min;i<=range_max;i++) { 821 for (i = range_min; i <= range_max; i++)
822 {
804 sint16 x,y, d; 823 sint16 x, y, d;
805 824
806 /* We can't use absdir here, because it never returns 825 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 826 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 827 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 828 * to hit that person.
810 */ 829 */
811 d = dir + i; 830 d = dir + i;
812 while (d < 0) d+=8; 831 while (d < 0)
832 d += 8;
813 while (d > 8) d-=8; 833 while (d > 8)
834 d -= 8;
814 835
815 /* If it's not a rune, we don't want to blast the caster. 836 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified, 837 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 838 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 839 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 840 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 841 * for the rune code.
821 */ 842 */
822 if (caster->type != RUNE && d==0) { 843 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8;
824 else continue;
825 } 844 {
826 845 if (dir != 0)
827 x = op->x+freearr_x[d]; 846 d = 8;
828 y = op->y+freearr_y[d]; 847 else
829
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 848 continue;
849 }
832 850
851 x = op->x + freearr_x[d];
852 y = op->y + freearr_y[d];
853
854 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
855 continue;
856
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 857 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 858 continue;
835 859
836 success=1; 860 success = 1;
837 tmp=arch_to_object(spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 862 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 865 tmp->attacktype = spell->attacktype;
844 866
845 /* holy word stuff */ 867 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 869 if (!tailor_god_spell (tmp, op))
848 } 870 return 0;
849 871
850 if(dir) 872 if (dir)
851 tmp->stats.sp=dir; 873 tmp->stats.sp = dir;
852 else 874 else
853 tmp->stats.sp=i; 875 tmp->stats.sp = i;
854 876
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 877 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 878
857 /* If casting it in all directions, it doesn't go as far */ 879 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 880 if (dir == 0)
881 {
859 tmp->range /= 4; 882 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 883 if (tmp->range < 2 && spell->range >= 2)
884 tmp->range = 2;
861 } 885 }
886
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 887 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 888 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 889
865 /* Special bonus for fear attacks */ 890 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 891 if (tmp->attacktype & AT_FEAR)
892 {
893 if (caster->type == PLAYER)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 894 tmp->duration += fear_bonus[caster->stats.Cha];
868 else 895 else
869 tmp->duration += caster->level/3; 896 tmp->duration += caster->level / 3;
870 } 897 }
898
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 899 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
900 {
901 if (caster->type == PLAYER)
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 902 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
873 else 903 else
874 tmp->duration += caster->level/3; 904 tmp->duration += caster->level / 3;
875 } 905 }
876 906
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
880 spell->other_arch->name);
881 909
882 if (!tmp->move_on && tmp->stats.dam) { 910 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 912
913 m->insert (tmp, sx, sy, op);
914
889 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 916 * a single space too many times.
891 */ 917 */
892 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
893 919
894 if(tmp->other_arch) cone_drop(tmp); 920 if (tmp->other_arch)
921 cone_drop (tmp);
895 } 922 }
923
896 return success; 924 return success;
897} 925}
898 926
899/**************************************************************************** 927/****************************************************************************
900 * 928 *
901 * BOMB related code 929 * BOMB related code
902 * 930 *
903 ****************************************************************************/ 931 ****************************************************************************/
904 932
905
906/* This handles an exploding bomb. 933/* This handles an exploding bomb.
907 * op is the original bomb object. 934 * op is the original bomb object.
908 */ 935 */
936void
909void animate_bomb(object *op) { 937animate_bomb (object *op)
910 int i; 938{
911 object *env, *tmp;
912 archetype *at;
913
914 if(op->state!=NUM_ANIMATIONS(op)-1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
940 return;
941
942 object *env = op->outer_env ();
943
944 if (op->env)
945 {
946 if (env->map == NULL)
915 return; 947 return;
916 948
917 949 if (!(op = op->insert_at (env, op)))
918 env = object_get_env_recursive(op);
919
920 if (op->env) {
921 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 950 return;
942 } 951 }
943 952
953 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
954 // on a safe map. I don't like this special casing, but it seems to be neccessary
955 // as bombs can be carried.
956 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
957 {
958 op->destroy ();
959 return;
960 }
961
944 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 964 * so just set up the appropriate values.
947 */ 965 */
948 at = find_archetype(SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 967 {
950 for(i=1;i<9;i++) { 968 for (int i = 1; i < 9; i++)
969 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 971 continue;
972
953 tmp = arch_to_object(at); 973 object *tmp = arch_to_object (at);
954 tmp->direction = i; 974 tmp->direction = i;
955 tmp->range = op->range; 975 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 977 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 979 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 980 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill);
962 tmp->skill = add_refcount(op->skill); 981 tmp->skill = op->skill;
963 } 982
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 984 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 985
967 tmp->y = op->y + freearr_x[i]; 986 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp); 987 move_bullet (tmp);
970 } 988 }
971 } 989 }
972 990
973 explode_bullet(op); 991 explode_bullet (op);
974} 992}
975 993
994int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 995create_bomb (object *op, object *caster, int dir, object *spell)
977 996{
978 object *tmp; 997 object *tmp;
979 int mflags; 998 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1000 maptile *m;
982 1001
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1002 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1004 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1006 return 0;
987 } 1007 }
1008
988 tmp=arch_to_object(spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
989 1010
990 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
995 1016
996 set_owner(tmp,op); 1017 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1019
999 tmp->y=dy; 1020 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1021 return 1;
1002} 1022}
1003 1023
1004/**************************************************************************** 1024/****************************************************************************
1005 * 1025 *
1006 * smite related spell code. 1026 * smite related spell code.
1014 * dir is the direction to look in. 1034 * dir is the direction to look in.
1015 * range is how far out to look. 1035 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1018 */ 1038 */
1019 1039object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1040get_pointed_target (object *op, int dir, int range, int type)
1041{
1021 object *target; 1042 object *target;
1022 sint16 x,y; 1043 sint16 x, y;
1023 int dist, mflags; 1044 int dist, mflags;
1024 mapstruct *mp; 1045 maptile *mp;
1025 1046
1026 if (dir==0) return NULL; 1047 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1048 return NULL;
1048}
1049 1049
1050 for (dist = 1; dist < range; dist++)
1051 {
1052 x = op->x + freearr_x[dir] * dist;
1053 y = op->y + freearr_y[dir] * dist;
1054 mp = op->map;
1055 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1056
1057 if (mflags & P_OUT_OF_MAP)
1058 return NULL;
1059 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1060 return NULL;
1061 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1062 return NULL;
1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1064 return NULL;
1065
1066 if (mflags & P_IS_ALIVE)
1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1069 return target;
1070 }
1071
1072 return NULL;
1073}
1050 1074
1051/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1053 * usual params - 1077 * usual params -
1054 * op = player 1078 * op = player
1055 * caster = object casting the spell. 1079 * caster = object casting the spell.
1056 * dir = direction being cast 1080 * dir = direction being cast
1057 * spell = spell object 1081 * spell = spell object
1058 */ 1082 */
1059 1083int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1085{
1061 object *effect, *target; 1086 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1087 object *god = find_god (determine_god (op));
1063 int range; 1088 int range;
1064 1089
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1090 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1091 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1092
1068 /* Bunch of conditions for casting this spell. Note that only 1093 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1094 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1095 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very 1096 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1097 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1098 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1099 * can't be friendly to your god.
1075 */ 1100 */
1076 1101
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1102 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1103 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1104 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1105 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1106 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1107 return 0;
1083 } 1108 }
1084 1109
1085 if (spell->other_arch) 1110 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1111 effect = arch_to_object (spell->other_arch);
1087 else 1112 else
1088 return 0; 1113 return 0;
1089 1114
1090 /* tailor the effect by priest level and worshipped God */ 1115 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1116 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1117 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1118 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1119 {
1094 if(tailor_god_spell(effect,op)) 1120 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1121 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1122 else
1123 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1125 return 0;
1100 } 1126 }
1101 } 1127 }
1102 1128
1103 /* size of the area of destruction */ 1129 /* size of the area of destruction */
1104 effect->range=spell->range + 1130 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1131 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1132
1109 if (effect->attacktype & AT_DEATH) { 1133 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1134 {
1111 SP_level_dam_adjust(caster,spell); 1135 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1136
1113 /* casting death spells at undead isn't a good thing */ 1137 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1138 if (QUERY_FLAG (target, FLAG_UNDEAD))
1139 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1140 if (random_roll (0, 2, op, PREFER_LOW))
1141 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1143 effect->x = op->x;
1118 effect->y=op->y; 1144 effect->y = op->y;
1119 } else {
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1121 query_name(target));
1122 target->stats.hp = target->stats.maxhp*2;
1123 free_object(effect);
1124 return 0;
1125 } 1145 }
1146 else
1147 {
1148 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1149 target->stats.hp = target->stats.maxhp * 2;
1150 effect->destroy ();
1151 return 0;
1126 } 1152 }
1127 } else { 1153 }
1154 }
1155 else
1156 {
1128 /* how much woe to inflict :) */ 1157 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1158 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1159 }
1132 1160
1133 set_owner(effect,op); 1161 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1135 1163
1136 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1165 effect->insert_at (target, op);
1138 effect->y=target->y; 1166
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1167 return 1;
1142} 1168}
1143
1144 1169
1145/**************************************************************************** 1170/****************************************************************************
1146 * 1171 *
1147 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1148 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1174 * code here is just to move the missile.
1150 ****************************************************************************/ 1175 ****************************************************************************/
1151 1176
1152/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1178void
1153void move_missile(object *op) { 1179move_missile (object *op)
1154 int i, mflags; 1180{
1155 object *owner;
1156 sint16 new_x, new_y;
1157 mapstruct *m;
1158
1159 if (op->range-- <=0) { 1181 if (op->range-- <= 0)
1160 remove_ob(op); 1182 {
1161 free_object(op); 1183 op->destroy ();
1162 return; 1184 return;
1185 }
1186
1187 mapxy pos (op);
1188 pos.move (op->direction);
1189
1190 if (!pos.normalise ())
1163 } 1191 {
1164 1192 op->destroy ();
1165 owner = get_owner(op);
1166#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive
1169 */
1170 if (owner == NULL) {
1171 remove_ob(op);
1172 free_object(op);
1173 return; 1193 return;
1194 }
1195
1196 mapspace &ms = pos.ms ();
1197
1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1174 } 1199 {
1175#endif
1176
1177 new_x = op->x + DIRX(op);
1178 new_y = op->y + DIRY(op);
1179
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1181
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1184 tag_t tag = op->count;
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1188 */ 1203 */
1189 if ( ! was_destroyed (op, tag)) { 1204 op->destroy ();
1190 remove_ob (op);
1191 free_object(op);
1192 }
1193 return; 1205 return;
1206 }
1207
1208 if (!op->direction)
1194 } 1209 {
1195 1210 op->destroy ();
1196 remove_ob(op);
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1198 free_object(op);
1199 return; 1211 return;
1200 } 1212 }
1201 op->x = new_x; 1213
1202 op->y = new_y; 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1203 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1205 if(i > 0 && i != op->direction){ 1215 if (i > 0 && i != op->direction)
1216 {
1206 op->direction=i; 1217 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1208 } 1219 }
1209 insert_ob_in_map(op,op->map,op,0); 1220
1221 pos.insert (op, op);
1210} 1222}
1211 1223
1212/**************************************************************************** 1224/****************************************************************************
1213 * Destruction 1225 * Destruction
1214 ****************************************************************************/ 1226 ****************************************************************************/
1227
1215/* make_object_glow() - currently only makes living objects glow. 1228/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1220 */ 1233 */
1221 1234int
1222int make_object_glow(object *op, int radius, int time) { 1235make_object_glow (object *op, int radius, int time)
1223 object *tmp; 1236{
1224
1225 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1239 return 0;
1228 1240
1229 tmp=get_archetype(FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1243 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1245 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1248
1237 tmp->x=op->x;
1238 tmp->y=op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1241 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1243 1253
1244 if(!tmp->env||op!=tmp->env) {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1246 op->name);
1247 return 0;
1248 }
1249 return 1; 1254 return 1;
1250} 1255}
1251 1256
1252 1257int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1258cast_destruction (object *op, object *caster, object *spell_ob)
1259{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1261 sint16 sx, sy;
1258 mapstruct *m; 1262 maptile *m;
1259 object *tmp; 1263 object *tmp;
1260 const char *skill; 1264 const char *skill;
1261 1265
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1266 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1267 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1268 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1269 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1270 friendly = 1;
1266 1271
1267 /* destruction doesn't use another spell object, so we need 1272 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1273 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1274 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through 1275 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1276 * the full share string/free_string route.
1272 */ 1277 */
1273 skill = op->skill; 1278 skill = op->skill;
1279 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1280 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1281 else if (caster->skill)
1282 op->skill = caster->skill;
1283 else
1276 else op->skill = NULL; 1284 op->skill = NULL;
1277 1285
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1279 1287
1280 for(i= -range; i<range; i++) { 1288 for (i = -range; i <= range; i++)
1289 {
1281 for(j=-range; j<range ; j++) { 1290 for (j = -range; j <= range; j++)
1291 {
1282 m = op->map; 1292 m = op->map;
1283 sx = op->x + i; 1293 sx = op->x + i;
1284 sy = op->y + j; 1294 sy = op->y + j;
1295
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1297 if (mflags & P_OUT_OF_MAP)
1298 continue;
1299
1287 if (mflags & P_IS_ALIVE) { 1300 if (mflags & P_IS_ALIVE)
1301 {
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1304 break;
1305
1306 if (tmp)
1290 } 1307 {
1291 if (tmp) { 1308 if (tmp->head)
1292 if (tmp->head) tmp=tmp->head; 1309 tmp = tmp->head;
1293 1310
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1311 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1313 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1315 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1298 if (spell_ob->other_arch) { 1318 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1300 tmp->x = sx;
1301 tmp->y = sy;
1302 insert_ob_in_map(tmp, m, op, 0);
1303 }
1304 } 1320 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1306 tmp->resist[ATNR_MAGIC]!=100) { 1322 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1309 effect->x = sx;
1310 effect->y = sy;
1311 insert_ob_in_map(effect, m, op, 0);
1312 }
1313 } 1325 }
1314 } 1326 }
1315 } 1327 }
1316 } 1328 }
1317 } 1329 }
1318 } 1330 }
1331
1319 op->skill = skill; 1332 op->skill = skill;
1320 return 1; 1333 return 1;
1321} 1334}
1322 1335
1323/*************************************************************************** 1336/***************************************************************************
1324 * 1337 *
1325 * CURSE 1338 * CURSE
1326 * 1339 *
1327 ***************************************************************************/ 1340 ***************************************************************************/
1328 1341
1342int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1343cast_curse (object *op, object *caster, object *spell_ob, int dir)
1344{
1330 object *god = find_god(determine_god(op)); 1345 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1346 object *tmp, *force;
1332 1347
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1348 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1349 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op, 1350 {
1337 "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1338 return 0; 1352 return 0;
1339 } 1353 }
1340 1354
1355 tmp = tmp->head_ ();
1356
1341 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1358 for (force = tmp->inv; force; force = force->below)
1359 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1361 {
1344 if (force->name == spell_ob->name) { 1362 if (force->name == spell_ob->name)
1363 {
1345 break; 1364 break;
1346 } 1365 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1366 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1367 {
1349 "You can not cast %s while %s is in effect", 1368 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1350 spell_ob->name, force->name_pl);
1351 return 0; 1369 return 0;
1352 } 1370 }
1353 } 1371 }
1354 } 1372 }
1355 1373
1356 if(force==NULL) { 1374 if (!force)
1375 {
1357 force=get_archetype(FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name); 1378
1360 if (spell_ob->race) 1379 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1380 force->name = spell_ob->race;
1362 else 1381 else
1363 force->name = add_refcount(spell_ob->name); 1382 force->name = spell_ob->name;
1364 free_string(force->name_pl); 1383
1365 force->name_pl = add_refcount(spell_ob->name); 1384 force->name_pl = spell_ob->name;
1366 1385
1367 } else { 1386 }
1387 else
1388 {
1368 int duration; 1389 int duration;
1369 1390
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1391 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1392 if (duration > force->duration)
1393 {
1372 force->duration = duration; 1394 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1396 }
1374 } else { 1397 else
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1399
1377 return 1; 1400 return 1;
1378 } 1401 }
1402
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1404 force->speed = 1.f;
1381 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1383 1407
1384 if(god) { 1408 if (god)
1409 {
1385 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1411 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1412 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1413 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1414 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1390 "You are a victim of %s's curse!",god->name); 1415 }
1391 } else 1416 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1417 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1418
1394 1419
1395 if(tmp!=op && op->type==PLAYER) 1420 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1422
1398 force->stats.ac = spell_ob->stats.ac; 1423 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1424 force->stats.wc = spell_ob->stats.wc;
1400 1425
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1427 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1428 tmp->update_stats ();
1404 return 1; 1429 return 1;
1405 1430
1406} 1431}
1407
1408 1432
1409/********************************************************************** 1433/**********************************************************************
1410 * mood change 1434 * mood change
1411 * Arguably, this may or may not be an attack spell. But since it 1435 * Arguably, this may or may not be an attack spell. But since it
1412 * effects monsters, it seems best to put it into this file 1436 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1437 ***********************************************************************/
1414 1438
1415/* This covers the various spells that change the moods of monsters - 1439/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1440 * makes them angry, peacful, friendly, etc.
1417 */ 1441 */
1442int
1418int mood_change(object *op, object *caster, object *spell) { 1443mood_change (object *op, object *caster, object *spell)
1444{
1419 object *tmp, *god, *head; 1445 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1446 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1447 sint16 x, y, nx, ny;
1422 mapstruct *m; 1448 maptile *m;
1423 const char *race; 1449 const char *race;
1424 1450
1425 /* We precompute some values here so that we don't have to keep 1451 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1452 * doing it over and over again.
1427 */ 1453 */
1428 god=find_god(determine_god(op)); 1454 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1455 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1456 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1457
1432 /* On the bright side, no monster should ever have a race of GOD_... 1458 /* On the bright side, no monster should ever have a race of GOD_...
1433 * so even if the player doesn't worship a god, if race=GOD_.., it 1459 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1460 * won't ever match anything.
1435 */ 1461 */
1436 if (!spell->race) race=NULL; 1462 if (!spell->race)
1463 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1464 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1465 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1467 race = god->race;
1468 else
1439 else race = spell->race; 1469 race = spell->race;
1440
1441 1470
1442 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1472 for (y = op->y - range; y <= op->y + range; y++)
1444 1473 {
1445 done_one=0; 1474 done_one = 0;
1446 m = op->map; 1475 m = op->map;
1447 nx = x; 1476 nx = x;
1448 ny = y; 1477 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1479 if (mflags & P_OUT_OF_MAP)
1480 continue;
1451 1481
1452 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1483 if (!(mflags & P_IS_ALIVE))
1484 continue;
1454 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1493 break;
1457 1494
1458 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1496 if (!tmp || tmp->type == PLAYER)
1497 continue;
1460 1498
1461 /* Only the head has meaningful data, so resolve to that */ 1499 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1500 if (tmp->head)
1501 head = tmp->head;
1502 else
1463 else head=tmp; 1503 head = tmp;
1464 1504
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1506 if (race && head->race && !strstr (race, head->race))
1507 continue;
1508
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1510 continue;
1468 1511
1469 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1513 best_at = -1;
1471 if (spell->attacktype) { 1514 if (spell->attacktype)
1515 {
1472 for (at=0; at < NROFATTACKS; at++) 1516 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1517 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1518 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1519 best_at = at;
1475 1520
1476 if (best_at == -1) at=0; 1521 if (best_at == -1)
1522 at = 0;
1523 else
1524 {
1525 if (head->resist[best_at] == 100)
1526 continue;
1477 else { 1527 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5; 1528 at = head->resist[best_at] / 5;
1480 } 1529 }
1481 at -= level / 5; 1530 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1531 if (did_make_save (head, head->level, at))
1532 continue;
1483 } 1533 }
1484 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1535 {
1485 /* 1536 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1538 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1540
1490 The chance will then be in the range [20-70] percent, not too bad. 1541 The chance will then be in the range [20-70] percent, not too bad.
1491 1542
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1544 charm a level 125 monster...
1494 1545
1495 Ryo, august 14th 1546 Ryo, august 14th
1496 */ 1547 */
1497 {
1498 if ( head->level > level ) continue; 1548 if (head->level > level)
1549 continue;
1550
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1552 /* Failed, no effect */
1501 continue; 1553 continue;
1502 } 1554 }
1503 1555
1504 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1505 1557
1506 /* aggravation */ 1558 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1560 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1562 remove_friendly_object (head);
1511
1512 done_one = 1; 1563 done_one = 1;
1513 head->enemy = op; 1564 head->enemy = op;
1514 } 1565 }
1515 1566
1516 /* calm monsters */ 1567 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1568 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1569 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1570 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1571 head->enemy = NULL;
1520 done_one = 1; 1572 done_one = 1;
1521 } 1573 }
1522 1574
1523 /* berserk monsters */ 1575 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1577 {
1525 SET_FLAG(head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1579 done_one = 1;
1527 } 1580 }
1581
1528 /* charm */ 1582 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1530 SET_FLAG(head, FLAG_FRIENDLY); 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1533 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1591 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1593 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1594 head->attack_movement = PETMOVE;
1539 done_one = 1; 1595 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1596 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1597 head->stats.exp = 0;
1542 } 1598 }
1543 1599
1544 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1601 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1603 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1604
1553 return 1; 1605 return 1;
1554} 1606}
1555 1607
1556 1608
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1609/* Move_ball_spell: This handles ball type spells that just sort of wander
1558 * about. was called move_ball_lightning, but since more than the ball 1610 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1611 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1612 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1613 * note that duration is handled by process_object() in time.c
1562 */ 1614 */
1563 1615
1616void
1564void move_ball_spell(object *op) { 1617move_ball_spell (object *op)
1618{
1565 int i,j,dam_save,dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1567 object *owner; 1621 object *owner;
1568 mapstruct *m; 1622 maptile *m;
1569 1623
1570 owner = get_owner(op); 1624 owner = op->owner;
1571 1625
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1626 /* the following logic makes sure that the ball doesn't move into a wall,
1573 * and makes sure that it will move along a wall to try and get at it's 1627 * and makes sure that it will move along a wall to try and get at it's
1574 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1629 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1630 * deviations.
1577 */ 1631 */
1578 1632
1579 dir = 0; 1633 dir = 0;
1580 if(!(rndm(0, 3))) 1634 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1635 j = rndm (0, 1);
1582 else j=0; 1636 else
1637 j = 0;
1583 1638
1584 for(i = 1; i < 9; i++) { 1639 for (i = 1; i < 9; i++)
1640 {
1585 /* i bit 0: alters sign of offset 1641 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1642 * other bits (i / 2): absolute value of offset
1587 */ 1643 */
1588 1644
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1646 int tmpdir = absdir (op->direction + offset);
1591 1647
1592 nx = op->x + freearr_x[tmpdir]; 1648 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1649 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1650 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1651 {
1596 dir = tmpdir; 1652 dir = tmpdir;
1597 break; 1653 break;
1598 } 1654 }
1599 } 1655 }
1600 if (dir == 0) { 1656 if (dir == 0)
1657 {
1601 nx = op->x; 1658 nx = op->x;
1602 ny = op->y; 1659 ny = op->y;
1603 m = op->map; 1660 m = op->map;
1604 } 1661 }
1605 1662
1606 remove_ob(op); 1663 m->insert (op, nx, ny, op);
1607 op->y=ny; 1664
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1666 surrounding squares */
1613 1667
1614 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1670 * the surround spaces.
1617 */ 1671 */
1618 for(j=0;j<9;j++) { 1672 for (j = 0; j < 9; j++)
1619 object *new_ob; 1673 {
1620
1621 hx = nx+freearr_x[j]; 1674 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1675 hy = ny + freearr_y[j];
1623 1676
1624 m = op->map; 1677 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1679
1627 if (mflags & P_OUT_OF_MAP) continue; 1680 if (mflags & P_OUT_OF_MAP)
1681 continue;
1628 1682
1629 /* first, don't ever, ever hit the owner. Don't hit out 1683 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1684 * of the map either.
1631 */ 1685 */
1632 1686
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1688 {
1689 if (j)
1634 if(j) op->stats.dam = dam_save/2; 1690 op->stats.dam = dam_save / 2;
1691
1635 hit_map(op,j,op->attacktype,1); 1692 hit_map (op, j, op->attacktype, 1);
1636
1637 } 1693 }
1638 1694
1639 /* insert the other arch */ 1695 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1641 new_ob = arch_to_object(op->other_arch); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1698 }
1647 1699
1648 /* restore to the center location and damage*/ 1700 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1650 1702
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1703 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1704
1653 if(i>=0) { /* we have a preferred direction! */ 1705 if (i >= 0)
1706 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1708 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1656 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1711
1659 op->direction=i; 1712 op->direction = i;
1660 } 1713 }
1661} 1714}
1662 1715
1663
1664/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1665 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1666 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1667 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1668 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1669 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1722 */
1671 1723void
1672void move_swarm_spell(object *op) 1724move_swarm_spell (object *op)
1673{ 1725{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1726#if 0
1696 // this is bogus: it causes wrong places to be checked below 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1697 // (a wall 2 cells away will block the effect...) and 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1729 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1730 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1731 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1732#endif
1733 object *owner = op->env;
1743 1734
1735 if (!op->duration || !owner->is_on_map ())
1736 {
1737 op->destroy ();
1738 return;
1739 }
1740
1741 op->duration--;
1742
1743 int basedir = op->direction;
1744 if (!basedir)
1745 /* spray in all directions! 8) */
1746 basedir = (op->facing += op->state) % 8 + 1;
1747
1748#if 0
1749 // this is bogus: it causes wrong places to be checked below
1750 // (a wall 2 cells away will block the effect...) and
1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1752 // space.
1753 // should be fixed later, but correctness before features...
1754 // (schmorp)
1755
1756 /* new offset calculation to make swarm element distribution
1757 * more uniform
1758 */
1759 if (op->duration)
1760 {
1761 if (basedir & 1)
1762 {
1763 adjustdir = cardinal_adjust[rndm (0, 8)];
1764 }
1765 else
1766 {
1767 adjustdir = diagonal_adjust[rndm (0, 9)];
1768 }
1769 }
1770 else
1771 {
1772 adjustdir = 0; /* fire the last one from forward. */
1773 }
1774
1775 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1776 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1777
1778 /* back up one space so we can hit point-blank targets, but this
1779 * necessitates extra out_of_map check below
1780 */
1781 origin_x = target_x - freearr_x[basedir];
1782 origin_y = target_y - freearr_y[basedir];
1783
1784
1744 /* spell pointer is set up for the spell this casts. Since this 1785 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1786 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1787 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1788 * do some sanity checking anyways.
1748 */ 1789 */
1749 1790
1750 if (op->spell && op->spell->type == SPELL) 1791 if (op->spell && op->spell->type == SPELL &&
1792 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1793 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1751 { 1794 {
1795
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1796 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1797 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1798 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1799 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1800 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1801 }
1802#endif
1803
1804 /* spell pointer is set up for the spell this casts. Since this
1805 * should just be a pointer to the spell in some inventory,
1806 * it is unlikely to disappear by the time we need it. However,
1807 * do some sanity checking anyways.
1808 */
1809
1810 if (op->spell && op->spell->type == SPELL)
1811 {
1812 /* Bullet spells have a bunch more customization that needs to be done */
1813 if (op->spell->subtype == SP_BULLET)
1814 fire_bullet (owner, op, basedir, op->spell);
1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1816 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1757 } 1817 }
1758} 1818}
1759
1760
1761
1762 1819
1763/* fire_swarm: 1820/* fire_swarm:
1764 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1765 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1766 * the parts of the swarm. 1823 * the parts of the swarm.
1769 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1770 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1829 * n: the number to be fired.
1773 */ 1830 */
1774 1831int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1833{
1777 object *tmp;
1778 int i;
1779
1780 if (!spell->other_arch) return 0; 1834 if (!spell->other_arch)
1835 return 0;
1781 1836
1782 tmp=get_archetype(SWARM_SPELL); 1837 object *tmp = archetype::get (SWARM_SPELL);
1783 tmp->x=op->x;
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1786 set_spell_skill(op, caster, spell, tmp); 1838 set_spell_skill (op, caster, spell, tmp);
1787
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
1790
1791 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
1792 1842
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
1795 return 1; 1845 return 1;
1796 } 1846
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1850
1801 tmp->direction=dir; 1851 tmp->direction = dir;
1802 tmp->invisible=1; 1852 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1853 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment
1855
1856 op->insert (tmp);
1857
1804 return 1; 1858 return 1;
1805} 1859}
1806
1807 1860
1808/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
1809 * function. 1862 * function.
1810 */ 1863 */
1864int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1865cast_light (object *op, object *caster, object *spell, int dir)
1866{
1812 object *target=NULL,*tmp=NULL; 1867 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1868 sint16 x, y;
1814 int dam, mflags; 1869 int dam, mflags;
1815 mapstruct *m; 1870 maptile *m;
1816 1871
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1872 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1873
1819 if(!dir) { 1874 if (!dir)
1875 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1876 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 1877 return 0;
1822 } 1878 }
1823 1879
1824 x=op->x+freearr_x[dir]; 1880 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1881 y = op->y + freearr_y[dir];
1826 m = op->map; 1882 m = op->map;
1827 1883
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1884 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1885
1830 if (mflags & P_OUT_OF_MAP) { 1886 if (mflags & P_OUT_OF_MAP)
1887 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1888 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1889 return 0;
1833 } 1890 }
1834 1891
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1892 if (mflags & P_IS_ALIVE && spell->attacktype)
1893 {
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1894 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
1896 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
1898 if (target->head)
1839 if(target->head) target = target->head; 1899 target = target->head;
1900
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1902 return 1; /* one success only! */
1842 } 1903 }
1843 } 1904 }
1844 1905
1845 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1907 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1908 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1910 return 0;
1849 } 1911 }
1850 1912
1851 /* ok, looks groovy to just insert a new light on the map */ 1913 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 1914 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1915 if (!tmp)
1916 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1917 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1918 return 0;
1856 } 1919 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1920 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 1921 if (tmp->glow_radius)
1922 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1923 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1924 if (tmp->glow_radius > MAX_LIGHT_RADII)
1925 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 1926 }
1862 tmp->x=x; 1927
1863 tmp->y=y; 1928 m->insert (tmp, x, y, op);
1864 insert_ob_in_map(tmp,m,op,0);
1865 return 1; 1929 return 1;
1866} 1930}
1867
1868
1869
1870 1931
1871/* cast_cause_disease: this spell looks along <dir> from the 1932/* cast_cause_disease: this spell looks along <dir> from the
1872 * player and infects someone. 1933 * player and infects someone.
1873 * op is the player/monster, caster is the object, dir is the direction 1934 * op is the player/monster, caster is the object, dir is the direction
1874 * to cast, disease_arch is the specific disease, and type is the spell number 1935 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 1936 * perhaps this should actually be in disease.c?
1876 */ 1937 */
1877 1938int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1939cast_cause_disease (object *op, object *caster, object *spell, int dir)
1940{
1879 sint16 x,y; 1941 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1942 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1943 object *walk;
1882 mapstruct *m; 1944 maptile *m;
1883 1945
1884 x = op->x; 1946 x = op->x;
1885 y = op->y; 1947 y = op->y;
1886 1948
1887 /* If casting from a scroll, no direction will be available, so refer to the 1949 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 1950 * direction the player is pointing.
1889 */ 1951 */
1952 if (!dir)
1890 if (!dir) dir=op->facing; 1953 dir = op->facing;
1954
1955 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1956 return 0; /* won't find anything if casting on ourself, so just return */
1892 1957
1893 /* Calculate these once here */ 1958 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 1959 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 1960 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 1961 dur_mod = SP_level_duration_adjust (caster, spell);
1897 1962
1898 /* search in a line for a victim */ 1963 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 1964 for (i = 1; i < range; i++)
1965 {
1900 x = op->x + i * freearr_x[dir]; 1966 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 1967 y = op->y + i * freearr_y[dir];
1902 m = op->map; 1968 m = op->map;
1903 1969
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 1970 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 1971
1906 if (mflags & P_OUT_OF_MAP) return 0; 1972 if (mflags & P_OUT_OF_MAP)
1973 return 0;
1907 1974
1908 /* don't go through walls - presume diseases are airborne */ 1975 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1976 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1977 return 0;
1910 1978
1911 /* Only bother looking on this space if there is something living here */ 1979 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 1980 if (mflags & P_IS_ALIVE)
1981 {
1913 /* search this square for a victim */ 1982 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1983 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1984 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1985 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 1986 object *disease = arch_to_object (spell->other_arch);
1917 1987
1918 set_owner(disease,op); 1988 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 1989 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 1990 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 1991 disease->level = caster_level (caster, spell);
1922 1992
1923 /* do level adjustments */ 1993 /* do level adjustments */
1924 if(disease->stats.wc) 1994 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 1995 disease->stats.wc += dur_mod / 2;
1926 1996
1927 if(disease->magic> 0) 1997 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 1998 disease->magic += dur_mod / 8;
1929 1999
1930 if(disease->stats.maxhp>0) 2000 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2001 disease->stats.maxhp += dur_mod;
1932 2002
1933 if(disease->stats.maxgrace>0) 2003 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2004 disease->stats.maxgrace += dur_mod;
1935 2005
1936 if(disease->stats.dam) { 2006 if (disease->stats.dam)
1937 if(disease->stats.dam > 0)
1938 disease->stats.dam += dam_mod;
1939 else disease->stats.dam -= dam_mod;
1940 }
1941
1942 if(disease->last_sp) {
1943 disease->last_sp -= 2*dam_mod;
1944 if(disease->last_sp <1) disease->last_sp = 1;
1945 }
1946
1947 if(disease->stats.maxsp) {
1948 if(disease->stats.maxsp > 0)
1949 disease->stats.maxsp += dam_mod;
1950 else disease->stats.maxsp -= dam_mod;
1951 }
1952 2007 {
1953 if(disease->stats.ac) 2008 if (disease->stats.dam > 0)
1954 disease->stats.ac += dam_mod; 2009 disease->stats.dam += dam_mod;
1955 2010 else
1956 if(disease->last_eat)
1957 disease->last_eat -= dam_mod;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2011 disease->stats.dam -= dam_mod;
1961
1962 if(disease->stats.sp)
1963 disease->stats.sp -= dam_mod;
1964
1965 if(infect_object(walk,disease,1)) {
1966 object *flash; /* visual effect for inflicting disease */
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name);
1969
1970 free_object(disease); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC);
1972 flash->x = x;
1973 flash->y = y;
1974 flash->map = walk->map;
1975 insert_ob_in_map(flash,walk->map,op,0);
1976 return 1;
1977 } 2012 }
1978 free_object(disease); 2013
2014 if (disease->last_sp)
2015 {
2016 disease->last_sp -= 2 * dam_mod;
2017 if (disease->last_sp < 1)
2018 disease->last_sp = 1;
1979 } 2019 }
2020
2021 if (disease->stats.maxsp)
2022 {
2023 if (disease->stats.maxsp > 0)
2024 disease->stats.maxsp += dam_mod;
2025 else
2026 disease->stats.maxsp -= dam_mod;
2027 }
2028
2029 if (disease->stats.ac)
2030 disease->stats.ac += dam_mod;
2031
2032 if (disease->last_eat)
2033 disease->last_eat -= dam_mod;
2034
2035 if (disease->stats.hp)
2036 disease->stats.hp -= dam_mod;
2037
2038 if (disease->stats.sp)
2039 disease->stats.sp -= dam_mod;
2040
2041 if (infect_object (walk, disease, 1))
2042 {
2043 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2044
2045 disease->destroy (); /* don't need this one anymore */
2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2047 return 1;
2048 }
2049
2050 disease->destroy ();
2051 }
1980 } /* if living creature */ 2052 } /* if living creature */
1981 } /* for range of spaces */ 2053 } /* for range of spaces */
2054
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2055 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2056 return 1;
1984} 2057}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines