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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.4 by elmex, Tue Aug 15 17:35:51 2006 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 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 1.4 2006/08/15 17:35:51 elmex 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
104/*************************************************************************** 103/***************************************************************************
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) 134 return;
135 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 ();
142 141
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165 161void
166void move_bolt(object *op) { 162move_bolt (object *op)
167 object *tmp; 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 mapstruct *m; 166 maptile *m;
171 167
172 if(--(op->duration)<0) { 168 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 169 {
170 op->destroy_inv (true); // be explicit about dropping
171 op->destroy (true);
172 return;
173 }
174
177 hit_map(op,0,op->attacktype,1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
179 if(!op->direction) 177 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 178 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 179
250 /* New forking code. Possibly create forks of this object 180 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 181 op->range = 0;
261 } /* copy object and move it along */ 182 else
262 } /* if move bolt along */ 183 {
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)
190 return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
198 {
199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if (op->direction & 1)
211 op->direction = absdir (op->direction + 4);
212 else
213 {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
226
227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230
231 if (left == right)
232 op->direction = absdir (op->direction + 4);
233 else if (left)
234 op->direction = absdir (op->direction + 2);
235 else if (right)
236 op->direction = absdir (op->direction - 2);
237 }
238
239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
240 return;
241 }
242 else
243 { /* Create a copy of this object and put it ahead */
244 object *tmp = op->clone ();
245
246 m->insert (tmp, x, y, op);
247 tmp->speed_left = -0.1f;
248 /* To make up for the decrease at the top of the function */
249 tmp->duration++;
250
251 /* New forking code. Possibly create forks of this object
252 * going off in other directions.
253 */
254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */
256
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0;
261 } /* copy object and move it along */
262 } /* if move bolt along */
263} 263}
264 264
265/* fire_bolt 265/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 266 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 267 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 269 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
271 * pointers. 271 * pointers.
272 */ 272 */
273 273int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
275{
275 object *tmp=NULL; 276 object *tmp = NULL;
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp=arch_to_object(spob->other_arch); 282 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 289
290 if (spob->slaying)
291 tmp->slaying = spob->slaying;
292
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
293 297
294 tmp->direction=dir; 298 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
297 301
298 set_owner(tmp,op); 302 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
300 304
301 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 307 tmp->map = op->map;
304 308
309 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
314 tmp->destroy (true);
315 return 0;
316 }
317
318 tmp->map = newmap;
319
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
321 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (true);
313 return 0; 326 return 0;
314 } 327 }
315 tmp->x=op->x; 328
316 tmp->y=op->y; 329 tmp->x = op->x;
330 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 332 tmp->map = op->map;
319 } 333 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 336 move_bolt (tmp);
337
322 return 1; 338 return 1;
323} 339}
324
325
326 340
327/*************************************************************************** 341/***************************************************************************
328 * 342 *
329 * BULLET/BALL CODE 343 * BULLET/BALL CODE
330 * 344 *
331 ***************************************************************************/ 345 ***************************************************************************/
332 346
333/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 349 * At least that is what I think this does.
336 */ 350 */
351void
337void explosion(object *op) { 352explosion (object *op)
338 object *tmp; 353{
339 mapstruct *m=op->map; 354 maptile *m = op->map;
340 int i; 355 int i;
341 356
342 if(--(op->duration)<0) { 357 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 358 {
359 op->destroy (true);
360 return;
361 }
362
347 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
348 364
349 if(op->range>0) { 365 if (op->range > 0)
350 for(i=1;i<9;i++) { 366 {
367 for (i = 1; i < 9; i++)
368 {
351 sint16 dx,dy; 369 sint16 dx, dy;
352 370
353 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
355 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 375 * out of map, etc.
357 */ 376 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 378 {
360 copy_object(op,tmp); 379 object *tmp = op->clone ();
361 tmp->state=0; 380
362 tmp->speed_left= -0.21; 381 tmp->state = 0;
363 tmp->range--; 382 tmp->speed_left = -0.21f;
364 tmp->value=0; 383 tmp->range--;
365 tmp->x=dx; 384 tmp->value = 0;
366 tmp->y=dy; 385
367 insert_ob_in_map(tmp,m,op,0); 386 m->insert (tmp, dx, dy, op);
387 }
388 }
368 } 389 }
369 }
370 }
371} 390}
372
373 391
374/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
376 * explode. 394 * explode.
377 */ 395 */
396void
378void explode_bullet(object *op) 397explode_bullet (object *op)
379{ 398{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 399 object *tmp, *owner;
382 400
383 if (op->other_arch == NULL) { 401 if (!op->other_arch)
402 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 404 op->destroy (true);
386 free_object (op); 405 return;
387 return;
388 } 406 }
389 407
390 if (op->env) { 408 if (op->env)
391 object *env; 409 {
410 object *env = op->outer_env ();
392 411
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 412 if (!env->map || out_of_map (env->map, env->x, env->y))
413 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 415 op->destroy (true);
397 free_object (op);
398 return; 416 return;
399 } 417 }
400 remove_ob (op); 418
401 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 420 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 421 else if (out_of_map (op->map, op->x, op->y))
422 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 424 op->destroy (true);
407 free_object (op); 425 return;
408 return;
409 } 426 }
410 427
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 432 {
416 remove_ob (op); 433 op->destroy (true);
417 free_object (op); 434 return;
435 }
436
437 if (op->attacktype)
438 {
439 hit_map (op, 0, op->attacktype, 1);
440
441 if (op->destroyed ())
418 return; 442 return;
419 } 443 }
420 444
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 446 tmp = arch_to_object (op->other_arch);
429 447
430 copy_owner (tmp, op); 448 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 449 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 450
434 owner = get_owner(op); 451 owner = op->owner;
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 452
453 if ((tmp->attacktype & AT_HOLYWORD
454 || tmp->attacktype & AT_GODPOWER)
455 && owner
436 !tailor_god_spell(tmp, owner)) { 456 && !tailor_god_spell (tmp, owner))
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 457 {
441 tmp->x = op->x; 458 op->destroy (true);
442 tmp->y = op->y; 459 return;
460 }
443 461
444 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
464 {
446 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 466 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 467 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 468 tmp->duration = op->duration;
450 } else { 469 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 470 else
471 {
472 if (op->attacktype & AT_MAGIC)
473 tmp->attacktype |= AT_MAGIC;
474
452 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 480 * the count of the parent should work fine.
458 */ 481 */
459 tmp->stats.maxhp = op->count; 482 tmp->stats.maxhp = op->count;
460 } 483 }
461 484
462 /* Set direction of cone explosion */ 485 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 486 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
465 488
466 /* Prevent recursion */ 489 /* Prevent recursion */
467 op->move_on = 0; 490 op->move_on = 0;
468 491
469 insert_ob_in_map(tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
470 /* remove the firebullet */ 495 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 496 op->destroy (true);
472 remove_ob (op);
473 free_object (op);
474 }
475} 497}
476
477
478 498
479/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
481 */ 501 */
482 502void
483void check_bullet(object *op) 503check_bullet (object *op)
484{ 504{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 505 object *tmp;
487 int dam, mflags; 506 int dam, mflags;
488 mapstruct *m; 507 maptile *m;
489 sint16 sx, sy; 508 sint16 sx, sy;
490 509
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 510 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 511
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 512 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 513 return;
495 514
496 if (op->other_arch) { 515 if (op->other_arch)
516 {
497 /* explode object will also remove op */ 517 /* explode object will also remove op */
498 explode_bullet (op); 518 explode_bullet (op);
499 return; 519 return;
500 } 520 }
501 521
502 /* If nothing alive on this space, no reason to do anything further */ 522 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 523 if (!(mflags & P_IS_ALIVE))
524 return;
504 525
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
506 { 527 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 529 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 531
511 || (op->stats.dam -= dam) < 0) 532 // TODO: can't understand the following if's
533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
512 { 534 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 536 {
515 free_object(op); 537 op->destroy (true);
516 return; 538 return;
517 } 539 }
518 } 540 }
519 } 541 }
520 } 542 }
521} 543}
522
523 544
524/* Basically, we move 'op' one square, and if it hits something, 545/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 546 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 547 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 548 * fired arches (eg, bolts).
528 */ 549 */
529 550void
530void move_bullet(object *op) 551move_bullet (object *op)
531{ 552{
532 sint16 new_x, new_y; 553 sint16 new_x, new_y;
533 int mflags; 554 int mflags;
534 mapstruct *m; 555 maptile *m;
535 556
536#if 0 557#if 0
537 /* We need a better general purpose way to do this */ 558 /* We need a better general purpose way to do this */
538 559
539 /* peterm: added to make comet leave a trail of burnouts 560 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 561 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 562 if (op->stats.sp == SP_METEOR)
563 {
542 replace_insert_ob_in_map("fire_trail",op); 564 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 565 if (op->destroyed ())
544 return; 566 return;
545 } /* end addition. */ 567 } /* end addition. */
546#endif 568#endif
547 569
548 /* Reached the end of its life - remove it */ 570 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 571 if (--op->range <= 0)
572 {
550 if (op->other_arch) { 573 if (op->other_arch)
551 explode_bullet (op); 574 explode_bullet (op);
552 } else { 575 else
553 remove_ob (op); 576 op->destroy (true);
554 free_object (op); 577
555 }
556 return; 578 return;
557 } 579 }
558 580
559 new_x = op->x + DIRX(op); 581 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 582 new_y = op->y + DIRY (op);
561 m = op->map; 583 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
563 585
564 if (mflags & P_OUT_OF_MAP) { 586 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 587 {
566 free_object (op); 588 op->destroy (true);
567 return; 589 return;
568 } 590 }
569 591
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
593 {
571 if (op->other_arch) { 594 if (op->other_arch)
572 explode_bullet (op); 595 explode_bullet (op);
573 } else { 596 else
574 remove_ob (op); 597 op->destroy (true);
575 free_object (op); 598
576 }
577 return; 599 return;
578 } 600 }
579 601
580 remove_ob (op); 602 if (!(op = m->insert (op, new_x, new_y, op)))
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return; 603 return;
585 604
586 if (reflwall (op->map, op->x, op->y, op)) { 605 if (reflwall (op->map, op->x, op->y, op))
606 {
587 op->direction = absdir (op->direction + 4); 607 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 608 update_turn_face (op);
589 } else { 609 }
610 else
590 check_bullet (op); 611 check_bullet (op);
591 }
592} 612}
593
594
595
596 613
597/* fire_bullet 614/* fire_bullet
598 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
601 * spob->attacktype. 618 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
603 * pointers. 620 * pointers.
604 */ 621 */
605 622int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 623fire_bullet (object *op, object *caster, int dir, object *spob)
624{
607 object *tmp=NULL; 625 object *tmp = NULL;
608 int mflags; 626 int mflags;
609 627
610 if (!spob->other_arch) 628 if (!spob->other_arch)
611 return 0; 629 return 0;
612 630
613 tmp=arch_to_object(spob->other_arch); 631 tmp = spob->other_arch->instance ();
614 if(tmp==NULL) 632 if (!tmp)
615 return 0; 633 return 0;
616 634
617 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 638 if (spob->slaying)
639 tmp->slaying = spob->slaying;
621 640
622 tmp->range = 50; 641 tmp->range = 50;
623 642
624 /* Need to store duration/range for the ball to use */ 643 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 644 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 645 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 646 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 647
629 tmp->direction=dir; 648 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 650 SET_ANIMATION (tmp, dir);
632 651
633 set_owner(tmp,op); 652 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
635 654
636 tmp->x=op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 657 tmp->map = op->map;
639 658
659 maptile *newmap;
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 661 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 662 {
663 tmp->destroy (true);
664 return 0;
665 }
666
667 tmp->map = newmap;
668
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
670 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 672 {
673 tmp->destroy (true);
648 return 0; 674 return 0;
649 } 675 }
650 tmp->x=op->x; 676
651 tmp->y=op->y; 677 tmp->x = op->x;
678 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 679 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 680 tmp->map = op->map;
654 } 681 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 682
683 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 684 check_bullet (tmp);
657 } 685
658 return 1; 686 return 1;
659} 687}
660
661
662
663 688
664/***************************************************************************** 689/*****************************************************************************
665 * 690 *
666 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
667 * 692 *
668 *****************************************************************************/ 693 *****************************************************************************/
669 694
670
671/* drops an object based on what is in the cone's "other_arch" */ 695/* drops an object based on what is in the cone's "other_arch" */
696void
672void cone_drop(object *op) { 697cone_drop (object *op)
698{
673 object *new_ob = arch_to_object(op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
674 700
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 701 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 702 new_ob->set_owner (op->owner);
679 703
680 /* preserve skill ownership */ 704 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 705 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 706 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 707
684 } 708 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 709}
688 710
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 712
713void
691void move_cone(object *op) { 714move_cone (object *op)
692 int i; 715{
693 tag_t tag;
694
695 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 717 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 718 {
719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
720 op->set_speed (0);
721 return;
722 }
703 723
704 /* lava saves it's life, but not yours :) */ 724 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 725 if (QUERY_FLAG (op, FLAG_LIFESAVE))
726 {
706 hit_map(op,0,op->attacktype,0); 727 hit_map (op, 0, op->attacktype, 0);
707 return; 728 return;
708 } 729 }
709 730
710#if 0 731#if 0
711 /* Disable this - enabling it makes monsters easier, as 732 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 733 * when their cone dies when they die.
713 */ 734 */
714 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 736 if (op->owner == NULL)
716 remove_ob(op); 737 {
717 free_object(op); 738 op->destroy (true);
718 return; 739 return;
719 } 740 }
720#endif 741#endif
721 742
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 743 hit_map (op, 0, op->attacktype, 0);
724 744
725 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
727 * degree. 747 * degree.
728 */ 748 */
749 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 750 check_spell_knockback (op);
730 751
731 if (was_destroyed (op, tag)) 752 if (op->destroyed ())
753 return;
754
755 if (op->duration-- < 0)
756 {
757 op->destroy (true);
732 return; 758 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 759 }
739 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 761 * any further. When the duration above expires,
741 * then the object will get removed. 762 * then the object will get removed.
742 */ 763 */
743 if (--op->range < 0) { 764 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 765 {
766 op->range = 0; /* just so it doesn't wrap */
767 return;
768 }
747 769
748 for(i= -1;i<2;i++) { 770 for (int i = -1; i <= 1; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 771 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 773
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
753 object *tmp=get_object(); 775 {
754 copy_object(op, tmp); 776 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 777
758 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
759 779
760 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 782
763 if (tmp->other_arch) cone_drop(tmp); 783 op->map->insert (tmp, x, y, op);
764 } 784
785 if (tmp->other_arch)
786 cone_drop (tmp);
787 }
765 } 788 }
766} 789}
767 790
768/* cast_cone: casts a cone spell. 791/* cast_cone: casts a cone spell.
769 * op: person firing the object. 792 * op: person firing the object.
771 * dir: direction to fire in. 794 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 795 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 796 * to fire.
774 * returns 0 on failure, 1 on success. 797 * returns 0 on failure, 1 on success.
775 */ 798 */
799int
776int cast_cone(object *op, object *caster,int dir, object *spell) 800cast_cone (object *op, object *caster, int dir, object *spell)
777{ 801{
778 object *tmp; 802 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 803 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 804 maptile *m;
781 sint16 sx, sy; 805 sint16 sx, sy;
782 MoveType movetype; 806 MoveType movetype;
783 807
784 if (!spell->other_arch) return 0; 808 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 809 return 0;
810
811 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
814 return 0;
815 }
792 816
793 if(!dir) { 817 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 818 {
819 range_min = 0;
820 range_max = 8;
821 }
797 822
798 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
799 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 825 * insert it into is blocked.
801 */ 826 */
802 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
803 828
804 for(i=range_min;i<=range_max;i++) { 829 for (i = range_min; i <= range_max; i++)
830 {
805 sint16 x,y, d; 831 sint16 x, y, d;
806 832
807 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 834 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 835 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 836 * to hit that person.
811 */ 837 */
812 d = dir + i; 838 d = dir + i;
813 while (d < 0) d+=8; 839 while (d < 0)
814 while (d > 8) d-=8; 840 d += 8;
841 while (d > 8)
842 d -= 8;
815 843
816 /* If it's not a rune, we don't want to blast the caster. 844 /* If it's not a rune, we don't want to blast the caster.
817 * In that case, we have to see - if dir is specified, 845 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 846 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 847 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 848 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 849 * for the rune code.
822 */ 850 */
823 if (caster->type != RUNE && d==0) { 851 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 852 {
825 else continue; 853 if (dir != 0)
826 } 854 d = 8;
855 else
856 continue;
857 }
827 858
828 x = op->x+freearr_x[d]; 859 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 860 y = op->y + freearr_y[d];
830 861
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 862 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 863 continue;
833 864
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 865 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 866 continue;
836 867
837 success=1; 868 success = 1;
838 tmp=arch_to_object(spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 870 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 873 tmp->attacktype = spell->attacktype;
845 874
846 /* holy word stuff */ 875 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 877 if (!tailor_god_spell (tmp, op))
849 } 878 return 0;
850 879
851 if(dir) 880 if (dir)
852 tmp->stats.sp=dir; 881 tmp->stats.sp = dir;
853 else 882 else
854 tmp->stats.sp=i; 883 tmp->stats.sp = i;
855 884
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 885 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 886
858 /* If casting it in all directions, it doesn't go as far */ 887 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 888 if (dir == 0)
889 {
860 tmp->range /= 4; 890 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 891 if (tmp->range < 2 && spell->range >= 2)
862 } 892 tmp->range = 2;
893 }
894
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 895 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 896 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 897
866 /* Special bonus for fear attacks */ 898 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 899 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 900 {
869 else 901 if (caster->type == PLAYER)
902 tmp->duration += fear_bonus[caster->stats.Cha];
903 else
870 tmp->duration += caster->level/3; 904 tmp->duration += caster->level / 3;
871 } 905 }
906
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 907 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 908 {
874 else 909 if (caster->type == PLAYER)
910 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
911 else
875 tmp->duration += caster->level/3; 912 tmp->duration += caster->level / 3;
876 } 913 }
877 914
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
881 spell->other_arch->name);
882 917
883 if (!tmp->move_on && tmp->stats.dam) { 918 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 919 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889 920
921 m->insert (tmp, sx, sy, op);
922
890 /* This is used for tracking spells so that one effect doesn't hit 923 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 924 * a single space too many times.
892 */ 925 */
893 tmp->stats.maxhp = tmp->count; 926 tmp->stats.maxhp = tmp->count;
894 927
895 if(tmp->other_arch) cone_drop(tmp); 928 if (tmp->other_arch)
929 cone_drop (tmp);
896 } 930 }
931
897 return success; 932 return success;
898} 933}
899 934
900/**************************************************************************** 935/****************************************************************************
901 * 936 *
902 * BOMB related code 937 * BOMB related code
903 * 938 *
904 ****************************************************************************/ 939 ****************************************************************************/
905 940
906
907/* This handles an exploding bomb. 941/* This handles an exploding bomb.
908 * op is the original bomb object. 942 * op is the original bomb object.
909 */ 943 */
944void
910void animate_bomb(object *op) { 945animate_bomb (object *op)
911 int i; 946{
912 object *env, *tmp;
913 archetype *at;
914
915 if(op->state!=NUM_ANIMATIONS(op)-1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 948 return;
917 949
950 object *env = op->outer_env ();
918 951
919 env = object_get_env_recursive(op);
920
921 if (op->env) { 952 if (op->env)
953 {
922 if (env->map == NULL) 954 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 955 return;
956
957 if (!(op = op->insert_at (env, op)))
958 return;
943 } 959 }
944 960
961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
962 // on a safe map. I don't like this special casing, but it seems to be neccessary
963 // as bombs can be carried.
964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
965 {
966 op->destroy (true);
967 return;
968 }
969
945 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 972 * so just set up the appropriate values.
948 */ 973 */
949 at = find_archetype(SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 975 {
951 for(i=1;i<9;i++) { 976 for (int i = 1; i < 9; i++)
977 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 979 continue;
954 tmp = arch_to_object(at); 980
981 object *tmp = arch_to_object (at);
955 tmp->direction = i; 982 tmp->direction = i;
956 tmp->range = op->range; 983 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 985 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 987 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 988 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 989 tmp->skill = op->skill;
963 tmp->skill = add_refcount(op->skill); 990
991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
992 SET_ANIMATION (tmp, i);
993
994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
995 move_bullet (tmp);
996 }
964 } 997 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973 998
974 explode_bullet(op); 999 explode_bullet (op);
975} 1000}
976 1001
1002int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1003create_bomb (object *op, object *caster, int dir, object *spell)
978 1004{
979 object *tmp; 1005 object *tmp;
980 int mflags; 1006 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1008 maptile *m;
983 1009
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1014 return 0;
988 } 1015 }
1016
989 tmp=arch_to_object(spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
990 1018
991 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
996 1024
997 set_owner(tmp,op); 1025 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1027
1000 tmp->y=dy; 1028 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1029 return 1;
1003} 1030}
1004 1031
1005/**************************************************************************** 1032/****************************************************************************
1006 * 1033 *
1007 * smite related spell code. 1034 * smite related spell code.
1015 * dir is the direction to look in. 1042 * dir is the direction to look in.
1016 * range is how far out to look. 1043 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1019 */ 1046 */
1020 1047object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1048get_pointed_target (object *op, int dir, int range, int type)
1049{
1022 object *target; 1050 object *target;
1023 sint16 x,y; 1051 sint16 x, y;
1024 int dist, mflags; 1052 int dist, mflags;
1025 mapstruct *mp; 1053 maptile *mp;
1026 1054
1027 if (dir==0) return NULL; 1055 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1056 return NULL;
1049}
1050 1057
1058 for (dist = 1; dist < range; dist++)
1059 {
1060 x = op->x + freearr_x[dir] * dist;
1061 y = op->y + freearr_y[dir] * dist;
1062 mp = op->map;
1063 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1064
1065 if (mflags & P_OUT_OF_MAP)
1066 return NULL;
1067 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1068 return NULL;
1069 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1070 return NULL;
1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1072 return NULL;
1073
1074 if (mflags & P_IS_ALIVE)
1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1077 return target;
1078 }
1079
1080 return NULL;
1081}
1051 1082
1052/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1054 * usual params - 1085 * usual params -
1055 * op = player 1086 * op = player
1056 * caster = object casting the spell. 1087 * caster = object casting the spell.
1057 * dir = direction being cast 1088 * dir = direction being cast
1058 * spell = spell object 1089 * spell = spell object
1059 */ 1090 */
1060 1091int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{
1062 object *effect, *target; 1094 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1095 object *god = find_god (determine_god (op));
1064 int range; 1096 int range;
1065 1097
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1098 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1099 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1100
1069 /* Bunch of conditions for casting this spell. Note that only 1101 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1102 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1103 * This makes this spell much more general purpose - it can be used
1072 * by wizards also, which is good, because I think this is a very 1104 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1105 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1106 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1107 * can't be friendly to your god.
1076 */ 1108 */
1077 1109
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1111 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1112 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1113 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1115 return 0;
1084 } 1116 }
1085 1117
1086 if (spell->other_arch) 1118 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1088 else 1120 else
1089 return 0; 1121 return 0;
1090 1122
1091 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 {
1095 if(tailor_god_spell(effect,op)) 1128 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1130 else
1131 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1133 return 0;
1101 } 1134 }
1102 } 1135 }
1103 1136
1104 /* size of the area of destruction */ 1137 /* size of the area of destruction */
1105 effect->range=spell->range + 1138 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1139 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1140
1110 if (effect->attacktype & AT_DEATH) { 1141 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1142 {
1112 SP_level_dam_adjust(caster,spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1144
1114 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1147 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1148 if (random_roll (0, 2, op, PREFER_LOW))
1149 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1151 effect->x = op->x;
1119 effect->y=op->y; 1152 effect->y = op->y;
1120 } else { 1153 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1154 else
1122 query_name(target)); 1155 {
1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1157 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1158 effect->destroy (true);
1125 return 0; 1159 return 0;
1160 }
1161 }
1126 } 1162 }
1127 } 1163 else
1128 } else { 1164 {
1129 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1166 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1167 }
1133 1168
1134 set_owner(effect,op); 1169 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1136 1171
1137 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1173 effect->insert_at (target, op);
1139 effect->y=target->y; 1174
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1175 return 1;
1143} 1176}
1144
1145 1177
1146/**************************************************************************** 1178/****************************************************************************
1147 * 1179 *
1148 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1149 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1182 * code here is just to move the missile.
1151 ****************************************************************************/ 1183 ****************************************************************************/
1152 1184
1153/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1186void
1154void move_missile(object *op) { 1187move_missile (object *op)
1155 int i, mflags; 1188{
1156 object *owner;
1157 sint16 new_x, new_y;
1158 mapstruct *m;
1159
1160 if (op->range-- <=0) { 1189 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1192 op->destroy (true);
1193 return;
1194 }
1165 1195
1166 owner = get_owner(op); 1196 mapxy pos (op);
1167#if 0 1197 pos.move (op->direction);
1168 /* It'd make things nastier if this wasn't here - spells cast by 1198
1169 * monster that are then killed would continue to survive 1199 if (!pos.normalise ())
1170 */
1171 if (owner == NULL) {
1172 remove_ob(op);
1173 free_object(op);
1174 return;
1175 } 1200 {
1176#endif 1201 op->destroy (true);
1202 return;
1203 }
1177 1204
1178 new_x = op->x + DIRX(op); 1205 mapspace &ms = pos.ms ();
1179 new_y = op->y + DIRY(op);
1180 1206
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1182 1208 {
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1185 tag_t tag = op->count;
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1189 */ 1212 */
1190 if ( ! was_destroyed (op, tag)) { 1213 op->destroy (true);
1191 remove_ob (op); 1214 return;
1192 free_object(op); 1215 }
1193 } 1216
1194 return; 1217 if (!op->direction)
1195 } 1218 {
1196 1219 op->destroy (true);
1197 remove_ob(op); 1220 return;
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1199 free_object(op);
1200 return;
1201 } 1221 }
1202 op->x = new_x; 1222
1203 op->y = new_y; 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1204 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1206 if(i > 0 && i != op->direction){ 1224 if (i > 0 && i != op->direction)
1225 {
1207 op->direction=i; 1226 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1209 } 1228 }
1210 insert_ob_in_map(op,op->map,op,0); 1229
1230 pos.insert (op, op);
1211} 1231}
1212 1232
1213/**************************************************************************** 1233/****************************************************************************
1214 * Destruction 1234 * Destruction
1215 ****************************************************************************/ 1235 ****************************************************************************/
1236
1216/* make_object_glow() - currently only makes living objects glow. 1237/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1238 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1221 */ 1242 */
1222 1243int
1223int make_object_glow(object *op, int radius, int time) { 1244make_object_glow (object *op, int radius, int time)
1224 object *tmp; 1245{
1225
1226 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1248 return 0;
1229 1249
1230 tmp=get_archetype(FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1252 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1254 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1257
1238 tmp->x=op->x;
1239 tmp->y=op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1242 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1244 1262
1245 if(!tmp->env||op!=tmp->env) {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1247 op->name);
1248 return 0;
1249 }
1250 return 1; 1263 return 1;
1251} 1264}
1252 1265
1253 1266int
1254
1255
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1267cast_destruction (object *op, object *caster, object *spell_ob)
1268{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1270 sint16 sx, sy;
1259 mapstruct *m; 1271 maptile *m;
1260 object *tmp; 1272 object *tmp;
1261 const char *skill; 1273 const char *skill;
1262 1274
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1275 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1276 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1277 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1278 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1279 friendly = 1;
1267 1280
1268 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1283 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through 1284 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1285 * the full share string/free_string route.
1273 */ 1286 */
1274 skill = op->skill; 1287 skill = op->skill;
1288 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1289 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1290 else if (caster->skill)
1291 op->skill = caster->skill;
1292 else
1277 else op->skill = NULL; 1293 op->skill = NULL;
1278 1294
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1280 1296
1281 for(i= -range; i<range; i++) { 1297 for (i = -range; i <= range; i++)
1298 {
1282 for(j=-range; j<range ; j++) { 1299 for (j = -range; j <= range; j++)
1300 {
1283 m = op->map; 1301 m = op->map;
1284 sx = op->x + i; 1302 sx = op->x + i;
1285 sy = op->y + j; 1303 sy = op->y + j;
1304
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1306 if (mflags & P_OUT_OF_MAP)
1307 continue;
1308
1288 if (mflags & P_IS_ALIVE) { 1309 if (mflags & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1310 {
1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1313 break;
1292 if (tmp) {
1293 if (tmp->head) tmp=tmp->head;
1294 1314
1315 if (tmp)
1316 {
1317 if (tmp->head)
1318 tmp = tmp->head;
1319
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1320 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1322 {
1323 if (spell_ob->subtype == SP_DESTRUCTION)
1324 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1326
1300 tmp = arch_to_object(spell_ob->other_arch); 1327 if (spell_ob->other_arch)
1301 tmp->x = sx; 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1302 tmp->y = sy; 1329 }
1303 insert_ob_in_map(tmp, m, op, 0); 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1304 } 1331 {
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1333 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1310 effect->x = sx; 1334 }
1311 effect->y = sy; 1335 }
1312 insert_ob_in_map(effect, m, op, 0); 1336 }
1313 } 1337 }
1314 } 1338 }
1315 }
1316 }
1317 } 1339 }
1318 } 1340
1319 }
1320 op->skill = skill; 1341 op->skill = skill;
1321 return 1; 1342 return 1;
1322} 1343}
1323 1344
1324/*************************************************************************** 1345/***************************************************************************
1325 * 1346 *
1326 * CURSE 1347 * CURSE
1327 * 1348 *
1328 ***************************************************************************/ 1349 ***************************************************************************/
1329 1350
1351int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1352cast_curse (object *op, object *caster, object *spell_ob, int dir)
1353{
1331 object *god = find_god(determine_god(op)); 1354 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1355 object *tmp, *force;
1333 1356
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1357 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1358 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1359 {
1360 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1361 return 0;
1362 }
1341 1363
1364 tmp = tmp->head_ ();
1365
1342 /* If we've already got a force of this type, don't add a new one. */ 1366 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1367 for (force = tmp->inv; force; force = force->below)
1368 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1370 {
1345 if (force->name == spell_ob->name) { 1371 if (force->name == spell_ob->name)
1346 break; 1372 {
1347 } 1373 break;
1374 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1375 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1376 {
1350 "You can not cast %s while %s is in effect", 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1351 spell_ob->name, force->name_pl); 1378 return 0;
1352 return 0; 1379 }
1380 }
1353 } 1381 }
1354 } 1382
1383 if (!force)
1355 } 1384 {
1356
1357 if(force==NULL) {
1358 force=get_archetype(FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name); 1387
1361 if (spell_ob->race) 1388 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1389 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1390 else
1391 force->name = spell_ob->name;
1392
1393 force->name_pl = spell_ob->name;
1394
1395 }
1396 else
1397 {
1369 int duration; 1398 int duration;
1370 1399
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1400 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1401 if (duration > force->duration)
1402 {
1373 force->duration = duration; 1403 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1405 }
1406 else
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1408
1378 return 1; 1409 return 1;
1379 } 1410 }
1411
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1412 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1413 force->speed = 1.f;
1382 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1383 SET_FLAG(force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1384 1416
1385 if(god) { 1417 if (god)
1418 {
1386 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1420 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1421 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1422 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1423 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1391 "You are a victim of %s's curse!",god->name); 1424 }
1392 } else 1425 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1426 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1427
1395 1428
1396 if(tmp!=op && op->type==PLAYER) 1429 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1430 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1431
1399 force->stats.ac = spell_ob->stats.ac; 1432 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1433 force->stats.wc = spell_ob->stats.wc;
1401 1434
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1435 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1436 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1437 tmp->update_stats ();
1405 return 1; 1438 return 1;
1406 1439
1407} 1440}
1408
1409 1441
1410/********************************************************************** 1442/**********************************************************************
1411 * mood change 1443 * mood change
1412 * Arguably, this may or may not be an attack spell. But since it 1444 * Arguably, this may or may not be an attack spell. But since it
1413 * effects monsters, it seems best to put it into this file 1445 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/ 1446 ***********************************************************************/
1415 1447
1416/* This covers the various spells that change the moods of monsters - 1448/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1449 * makes them angry, peacful, friendly, etc.
1418 */ 1450 */
1451int
1419int mood_change(object *op, object *caster, object *spell) { 1452mood_change (object *op, object *caster, object *spell)
1453{
1420 object *tmp, *god, *head; 1454 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1455 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1456 sint16 x, y, nx, ny;
1423 mapstruct *m; 1457 maptile *m;
1424 const char *race; 1458 const char *race;
1425 1459
1426 /* We precompute some values here so that we don't have to keep 1460 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1461 * doing it over and over again.
1428 */ 1462 */
1429 god=find_god(determine_god(op)); 1463 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1464 level = casting_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1466
1433 /* On the bright side, no monster should ever have a race of GOD_... 1467 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it 1468 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1469 * won't ever match anything.
1436 */ 1470 */
1437 if (!spell->race) race=NULL; 1471 if (!spell->race)
1472 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1473 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1474 race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1475 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1476 race = god->race;
1477 else
1440 else race = spell->race; 1478 race = spell->race;
1441
1442 1479
1443 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1481 for (y = op->y - range; y <= op->y + range; y++)
1445 1482 {
1446 done_one=0; 1483 done_one = 0;
1447 m = op->map; 1484 m = op->map;
1448 nx = x; 1485 nx = x;
1449 ny = y; 1486 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1488 if (mflags & P_OUT_OF_MAP)
1489 continue;
1452 1490
1453 /* If there is nothing living on this space, no need to go further */ 1491 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1492 if (!(mflags & P_IS_ALIVE))
1493 continue;
1455 1494
1495 // players can only affect spaces that they can actually see
1496 if (caster && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70)
1498 continue;
1499
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1502 break;
1458 1503
1459 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1505 if (!tmp || tmp->type == PLAYER)
1506 continue;
1461 1507
1462 /* Only the head has meaningful data, so resolve to that */ 1508 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1509 if (tmp->head)
1464 else head=tmp; 1510 head = tmp->head;
1511 else
1512 head = tmp;
1465 1513
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1514 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1515 if (race && head->race && !strstr (race, head->race))
1516 continue;
1517
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1519 continue;
1469 1520
1470 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1522 best_at = -1;
1472 if (spell->attacktype) { 1523 if (spell->attacktype)
1524 {
1473 for (at=0; at < NROFATTACKS; at++) 1525 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1526 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1527 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1528 best_at = at;
1476 1529
1477 if (best_at == -1) at=0; 1530 if (best_at == -1)
1531 at = 0;
1478 else { 1532 else
1533 {
1479 if (head->resist[best_at] == 100) continue; 1534 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1535 continue;
1481 } 1536 else
1537 at = head->resist[best_at] / 5;
1538 }
1482 at -= level / 5; 1539 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1540 if (did_make_save (head, head->level, at))
1484 } 1541 continue;
1542 }
1485 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1544 {
1486 /* 1545 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1546 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1547 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1548 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1549
1491 The chance will then be in the range [20-70] percent, not too bad. 1550 The chance will then be in the range [20-70] percent, not too bad.
1492 1551
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1552 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1553 charm a level 125 monster...
1495 1554
1496 Ryo, august 14th 1555 Ryo, august 14th
1497 */ 1556 */
1498 {
1499 if ( head->level > level ) continue; 1557 if (head->level > level)
1558 continue;
1559
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1560 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1561 /* Failed, no effect */
1502 continue; 1562 continue;
1503 } 1563 }
1504 1564
1505 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1506 1566
1507 /* aggravation */ 1567 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1569 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1571 remove_friendly_object (head);
1572 done_one = 1;
1573 head->enemy = op;
1574 }
1512 1575
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */ 1576 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1577 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1578 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1579 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1580 head->enemy = NULL;
1521 done_one = 1; 1581 done_one = 1;
1522 } 1582 }
1523 1583
1524 /* berserk monsters */ 1584 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1586 {
1526 SET_FLAG(head, FLAG_BERSERK); 1587 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1588 done_one = 1;
1528 } 1589 }
1590
1529 /* charm */ 1591 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1592 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1531 SET_FLAG(head, FLAG_FRIENDLY); 1593 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1597 Typical use case is charm, go somwhere, use aggravation to make hostile.
1534 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1598 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1600 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1602 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1603 head->attack_movement = PETMOVE;
1540 done_one = 1; 1604 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1605 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1606 head->stats.exp = 0;
1543 } 1607 }
1544 1608
1545 /* If a monster was effected, put an effect in */ 1609 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1610 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1611 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1548 tmp->x = nx; 1612 } /* for y */
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 }
1552 } /* for y */
1553 1613
1554 return 1; 1614 return 1;
1555} 1615}
1556 1616
1557 1617
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1618/* Move_ball_spell: This handles ball type spells that just sort of wander
1559 * about. was called move_ball_lightning, but since more than the ball 1619 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1621 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1563 */ 1623 */
1564 1624void
1565void move_ball_spell(object *op) { 1625move_ball_spell (object *op)
1626{
1566 int i,j,dam_save,dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1568 object *owner; 1629 object *owner;
1569 mapstruct *m; 1630 maptile *m;
1570 1631
1571 owner = get_owner(op); 1632 owner = op->owner;
1572 1633
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1634 /* the following logic makes sure that the ball doesn't move into a wall,
1574 * and makes sure that it will move along a wall to try and get at it's 1635 * and makes sure that it will move along a wall to try and get at it's
1575 * victim. The block immediately below more or less chooses a random 1636 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1637 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1638 * deviations.
1578 */ 1639 */
1579 1640
1580 dir = 0; 1641 dir = 0;
1581 if(!(rndm(0, 3))) 1642 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1643 j = rndm (0, 1);
1583 else j=0; 1644 else
1645 j = 0;
1584 1646
1585 for(i = 1; i < 9; i++) { 1647 for (i = 1; i < 9; i++)
1648 {
1586 /* i bit 0: alters sign of offset 1649 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1650 * other bits (i / 2): absolute value of offset
1588 */ 1651 */
1589 1652
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1653 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1654 int tmpdir = absdir (op->direction + offset);
1592 1655
1593 nx = op->x + freearr_x[tmpdir]; 1656 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1657 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1658 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1659 {
1597 dir = tmpdir; 1660 dir = tmpdir;
1598 break; 1661 break;
1599 } 1662 }
1600 } 1663 }
1601 if (dir == 0) { 1664 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1665 {
1666 nx = op->x;
1667 ny = op->y;
1668 m = op->map;
1669 }
1606 1670
1607 remove_ob(op); 1671 m->insert (op, nx, ny, op);
1608 op->y=ny; 1672
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1673 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1674 surrounding squares */
1614 1675
1615 /* loop over current square and neighbors to hit. 1676 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1678 * the surround spaces.
1618 */ 1679 */
1619 for(j=0;j<9;j++) { 1680 for (j = 0; j < 9; j++)
1620 object *new_ob; 1681 {
1621
1622 hx = nx+freearr_x[j]; 1682 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1683 hy = ny + freearr_y[j];
1624 1684
1625 m = op->map; 1685 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1687
1628 if (mflags & P_OUT_OF_MAP) continue; 1688 if (mflags & P_OUT_OF_MAP)
1689 continue;
1629 1690
1630 /* first, don't ever, ever hit the owner. Don't hit out 1691 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1692 * of the map either.
1632 */ 1693 */
1633 1694
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1695 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1635 if(j) op->stats.dam = dam_save/2; 1696 {
1697 if (j)
1698 op->stats.dam = dam_save / 2;
1699
1636 hit_map(op,j,op->attacktype,1); 1700 hit_map (op, j, op->attacktype, 1);
1701 }
1637 1702
1638 }
1639
1640 /* insert the other arch */ 1703 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1704 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1642 new_ob = arch_to_object(op->other_arch); 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 } 1706 }
1648 1707
1649 /* restore to the center location and damage*/ 1708 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1709 op->stats.dam = dam_save;
1651 1710
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1711 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1653 1712
1654 if(i>=0) { /* we have a preferred direction! */ 1713 if (i >= 0)
1714 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1715 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1716 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1717 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1718 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1719
1660 op->direction=i; 1720 op->direction = i;
1661 } 1721 }
1662} 1722}
1663 1723
1664
1665/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1666 * This is an implementation of the swarm spell. It was written for 1725 * This is an implementation of the swarm spell. It was written for
1667 * meteor swarm, but it could be used for any swarm. A swarm spell 1726 * meteor swarm, but it could be used for any swarm. A swarm spell
1668 * is a special type of object that casts swarms of other types 1727 * is a special type of object that casts swarms of other types
1669 * of spells. Which spell it casts is flexible. It fires the spells 1728 * of spells. Which spell it casts is flexible. It fires the spells
1670 * from a set of squares surrounding the caster, in a given direction. 1729 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1730 */
1672 1731void
1673void move_swarm_spell(object *op) 1732move_swarm_spell (object *op)
1674{ 1733{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1734#if 0
1697 // this is bogus: it causes wrong places to be checked below 1735 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1698 // (a wall 2 cells away will block the effect...) and 1736 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1737 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1738 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1739 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1740#endif
1741 object *owner = op->env;
1744 1742
1743 if (!owner) // MUST not happen, remove when true TODO
1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1746 op->destroy (true);
1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1754 return;
1755 }
1756
1757 op->duration--;
1758
1759 int basedir = op->direction;
1760 if (!basedir)
1761 {
1762 /* spray in all directions! 8) */
1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1765 }
1766
1767#if 0
1768 // this is bogus: it causes wrong places to be checked below
1769 // (a wall 2 cells away will block the effect...) and
1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1771 // space.
1772 // should be fixed later, but correctness before features...
1773 // (schmorp)
1774
1775 /* new offset calculation to make swarm element distribution
1776 * more uniform
1777 */
1778 if (op->duration)
1779 {
1780 if (basedir & 1)
1781 {
1782 adjustdir = cardinal_adjust[rndm (0, 8)];
1783 }
1784 else
1785 {
1786 adjustdir = diagonal_adjust[rndm (0, 9)];
1787 }
1788 }
1789 else
1790 {
1791 adjustdir = 0; /* fire the last one from forward. */
1792 }
1793
1794 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1795 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1796
1797 /* back up one space so we can hit point-blank targets, but this
1798 * necessitates extra out_of_map check below
1799 */
1800 origin_x = target_x - freearr_x[basedir];
1801 origin_y = target_y - freearr_y[basedir];
1802
1803
1745 /* spell pointer is set up for the spell this casts. Since this 1804 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1805 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1806 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1807 * do some sanity checking anyways.
1749 */ 1808 */
1809
1810 if (op->spell && op->spell->type == SPELL &&
1811 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1812 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1813 {
1814
1815 /* Bullet spells have a bunch more customization that needs to be done */
1816 if (op->spell->subtype == SP_BULLET)
1817 fire_bullet (owner, op, basedir, op->spell);
1818 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1819 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1820 }
1821#endif
1822
1823 /* spell pointer is set up for the spell this casts. Since this
1824 * should just be a pointer to the spell in some inventory,
1825 * it is unlikely to disappear by the time we need it. However,
1826 * do some sanity checking anyways.
1827 */
1828
1751 if (op->spell && op->spell->type == SPELL) 1829 if (op->spell && op->spell->type == SPELL)
1752 { 1830 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1758 } 1836 }
1759} 1837}
1760
1761
1762
1763 1838
1764/* fire_swarm: 1839/* fire_swarm:
1765 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1766 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1767 * the parts of the swarm. 1842 * the parts of the swarm.
1770 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1771 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1848 * n: the number to be fired.
1774 */ 1849 */
1775 1850int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1852{
1778 object *tmp;
1779 int i;
1780
1781 if (!spell->other_arch) return 0; 1853 if (!spell->other_arch)
1854 return 0;
1782 1855
1783 tmp=get_archetype(SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1784 tmp->x=op->x; 1857
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1787 set_spell_skill(op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1788
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1791
1792 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1793 1862
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1796 return 1; 1865 return 1;
1797 } 1866
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1870
1802 tmp->direction=dir;
1803 tmp->invisible=1; 1871 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1873 tmp->direction = dir;
1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
1805 return 1; 1879 return 1;
1806} 1880}
1807
1808 1881
1809/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1810 * function. 1883 * function.
1811 */ 1884 */
1885int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1886cast_light (object *op, object *caster, object *spell, int dir)
1887{
1813 object *target=NULL,*tmp=NULL; 1888 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1889 sint16 x, y;
1815 int dam, mflags; 1890 int dam, mflags;
1816 mapstruct *m; 1891 maptile *m;
1817 1892
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1894
1820 if(!dir) { 1895 if (!dir)
1896 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 1898 return 0;
1823 } 1899 }
1824 1900
1825 x=op->x+freearr_x[dir]; 1901 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1902 y = op->y + freearr_y[dir];
1827 m = op->map; 1903 m = op->map;
1828 1904
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1905 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1906
1831 if (mflags & P_OUT_OF_MAP) { 1907 if (mflags & P_OUT_OF_MAP)
1908 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1910 return 0;
1834 } 1911 }
1835 1912
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 1914 {
1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1919 if (target->head)
1920 target = target->head;
1921
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1924 }
1843 } 1925 }
1844 }
1845 1926
1846 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1928 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1929 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1930 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1931 return 0;
1850 } 1932 }
1851 1933
1852 /* ok, looks groovy to just insert a new light on the map */ 1934 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 1935 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 1936 if (!tmp)
1937 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1939 return 0;
1857 } 1940 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 1942 if (tmp->glow_radius)
1943 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
1946 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 1947 }
1863 tmp->x=x; 1948
1864 tmp->y=y; 1949 m->insert (tmp, x, y, op);
1865 insert_ob_in_map(tmp,m,op,0);
1866 return 1; 1950 return 1;
1867} 1951}
1868
1869
1870
1871 1952
1872/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1873 * player and infects someone. 1954 * player and infects someone.
1874 * op is the player/monster, caster is the object, dir is the direction 1955 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number 1956 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1877 */ 1958 */
1878 1959int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
1961{
1880 sint16 x,y; 1962 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 1964 object *walk;
1883 mapstruct *m; 1965 maptile *m;
1884 1966
1885 x = op->x; 1967 x = op->x;
1886 y = op->y; 1968 y = op->y;
1887 1969
1888 /* If casting from a scroll, no direction will be available, so refer to the 1970 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 1971 * direction the player is pointing.
1890 */ 1972 */
1973 if (!dir)
1891 if (!dir) dir=op->facing; 1974 dir = op->facing;
1975
1976 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1977 return 0; /* won't find anything if casting on ourself, so just return */
1893 1978
1894 /* Calculate these once here */ 1979 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 1981 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 1982 dur_mod = SP_level_duration_adjust (caster, spell);
1898 1983
1899 /* search in a line for a victim */ 1984 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 1985 for (i = 1; i < range; i++)
1986 {
1901 x = op->x + i * freearr_x[dir]; 1987 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 1988 y = op->y + i * freearr_y[dir];
1903 m = op->map; 1989 m = op->map;
1904 1990
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 1991 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1992
1907 if (mflags & P_OUT_OF_MAP) return 0; 1993 if (mflags & P_OUT_OF_MAP)
1994 return 0;
1908 1995
1909 /* don't go through walls - presume diseases are airborne */ 1996 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1997 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1998 return 0;
1911 1999
1912 /* Only bother looking on this space if there is something living here */ 2000 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 2001 if (mflags & P_IS_ALIVE)
2002 {
1914 /* search this square for a victim */ 2003 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2004 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2006 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
1918 2008
1919 set_owner(disease,op); 2009 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2012 disease->level = casting_level (caster, spell);
1923 2013
1924 /* do level adjustments */ 2014 /* do level adjustments */
1925 if(disease->stats.wc) 2015 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2016 disease->stats.wc += dur_mod / 2;
1927 2017
1928 if(disease->magic> 0) 2018 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2019 disease->magic += dur_mod / 8;
1930 2020
1931 if(disease->stats.maxhp>0) 2021 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
1933 2023
1934 if(disease->stats.maxgrace>0) 2024 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2025 disease->stats.maxgrace += dur_mod;
1936 2026
1937 if(disease->stats.dam) { 2027 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2028 {
1939 disease->stats.dam += dam_mod; 2029 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2030 disease->stats.dam += dam_mod;
1941 } 2031 else
2032 disease->stats.dam -= dam_mod;
2033 }
1942 2034
1943 if(disease->last_sp) { 2035 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2036 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2037 disease->last_sp -= 2 * dam_mod;
1946 } 2038 if (disease->last_sp < 1)
2039 disease->last_sp = 1;
2040 }
1947 2041
1948 if(disease->stats.maxsp) { 2042 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2043 {
1950 disease->stats.maxsp += dam_mod; 2044 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2045 disease->stats.maxsp += dam_mod;
1952 } 2046 else
1953 2047 disease->stats.maxsp -= dam_mod;
2048 }
2049
1954 if(disease->stats.ac) 2050 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2051 disease->stats.ac += dam_mod;
1956 2052
1957 if(disease->last_eat) 2053 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2054 disease->last_eat -= dam_mod;
1959 2055
1960 if(disease->stats.hp) 2056 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2057 disease->stats.hp -= dam_mod;
1962 2058
1963 if(disease->stats.sp) 2059 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
1965 2061
1966 if(infect_object(walk,disease,1)) { 2062 if (infect_object (walk, disease, 1))
1967 object *flash; /* visual effect for inflicting disease */ 2063 {
1968
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2065
1971 free_object(disease); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1973 flash->x = x; 2068 return 1;
1974 flash->y = y; 2069 }
1975 flash->map = walk->map; 2070
1976 insert_ob_in_map(flash,walk->map,op,0); 2071 disease->destroy (true);
1977 return 1; 2072 }
1978 } 2073 } /* if living creature */
1979 free_object(disease); 2074 } /* for range of spaces */
1980 } 2075
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2077 return 1;
1985} 2078}

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