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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.8 by pippijn, Thu Sep 7 10:01:58 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 1.8 2006/09/07 10:01:58 pippijn Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 134 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 141
144 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
150 new_bolt->duration++; 148 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164 161void
165void move_bolt(object *op) { 162move_bolt (object *op)
166 object *tmp; 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 mapstruct *m; 166 maptile *m;
170 167
171 if(--(op->duration)<0) { 168 if (--op->duration < 0)
172 remove_ob(op); 169 {
173 free_object(op); 170 op->destroy_inv (true); // be explicit about dropping
171 op->destroy (true);
172 return;
173 }
174
175 hit_map (op, 0, op->attacktype, 1);
176
177 if (!op->direction)
178 return;
179
180 if (--op->range < 0)
181 op->range = 0;
182 else
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)
174 return; 190 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 191
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 192 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 193 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 195 * will be useful.
195 */ 196 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 198 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 200 return;
201 201
202 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 208 * to the southwest.
209 */ 209 */
210 if(op->direction&1) 210 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 211 op->direction = absdir (op->direction + 4);
212 else { 212 else
213 {
213 int left, right; 214 int left, right;
214 int mflags; 215 int mflags;
215 216
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 218 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 219 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 220 * op->direction-1 or op->direction+1 does not exist.
220 */ 221 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 224
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 226
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 230
230 if(left==right) 231 if (left == right)
231 op->direction=absdir(op->direction+4); 232 op->direction = absdir (op->direction + 4);
232 else if(left) 233 else if (left)
233 op->direction=absdir(op->direction+2); 234 op->direction = absdir (op->direction + 2);
234 else if(right) 235 else if (right)
235 op->direction=absdir(op->direction-2); 236 op->direction = absdir (op->direction - 2);
236 } 237 }
238
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 240 return;
239 } 241 }
242 else
240 else { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 244 object *tmp = op->clone ();
242 copy_object(op,tmp); 245
246 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 247 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 249 tmp->duration++;
248 250
249 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 252 * going off in other directions.
251 */ 253 */
254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */
252 256
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
258 */ 259 */
259 op->range = 0; 260 op->range = 0;
260 } /* copy object and move it along */ 261 } /* copy object and move it along */
261 } /* if move bolt along */ 262 } /* if move bolt along */
262} 263}
263 264
264/* fire_bolt 265/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 266 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 267 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 269 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
270 * pointers. 271 * pointers.
271 */ 272 */
272 273int
273int 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{
274 object *tmp=NULL; 276 object *tmp = NULL;
275 int mflags; 277 int mflags;
276 278
277 if (!spob->other_arch) 279 if (!spob->other_arch)
278 return 0; 280 return 0;
279 281
280 tmp=arch_to_object(spob->other_arch); 282 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 283 if (tmp == NULL)
282 return 0; 284 return 0;
283 285
284 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
285 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);
286 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
290 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
292 297
293 tmp->direction=dir; 298 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
296 301
297 set_owner(tmp,op); 302 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
299 304
300 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 307 tmp->map = op->map;
303 308
309 maptile *newmap;
304 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);
305 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
314 tmp->destroy (true);
307 return 0; 315 return 0;
308 } 316 }
317
318 tmp->map = newmap;
319
309 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 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (true);
312 return 0; 326 return 0;
313 } 327 }
328
314 tmp->x=op->x; 329 tmp->x = op->x;
315 tmp->y=op->y; 330 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 332 tmp->map = op->map;
318 } 333 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 336 move_bolt (tmp);
337
321 return 1; 338 return 1;
322} 339}
323
324
325 340
326/*************************************************************************** 341/***************************************************************************
327 * 342 *
328 * BULLET/BALL CODE 343 * BULLET/BALL CODE
329 * 344 *
330 ***************************************************************************/ 345 ***************************************************************************/
331 346
332/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 349 * At least that is what I think this does.
335 */ 350 */
351void
336void explosion(object *op) { 352explosion (object *op)
337 object *tmp; 353{
338 mapstruct *m=op->map; 354 maptile *m = op->map;
339 int i; 355 int i;
340 356
341 if(--(op->duration)<0) { 357 if (--op->duration < 0)
342 remove_ob(op); 358 {
343 free_object(op); 359 op->destroy (true);
344 return; 360 return;
345 } 361 }
362
346 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
347 364
348 if(op->range>0) { 365 if (op->range > 0)
366 {
349 for(i=1;i<9;i++) { 367 for (i = 1; i < 9; i++)
368 {
350 sint16 dx,dy; 369 sint16 dx, dy;
351 370
352 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
354 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 375 * out of map, etc.
356 */ 376 */
357 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))
358 tmp=get_object(); 378 {
359 copy_object(op,tmp); 379 object *tmp = op->clone ();
380
360 tmp->state=0; 381 tmp->state = 0;
361 tmp->speed_left= -0.21; 382 tmp->speed_left = -0.21f;
362 tmp->range--; 383 tmp->range--;
363 tmp->value=0; 384 tmp->value = 0;
364 tmp->x=dx; 385
365 tmp->y=dy; 386 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 387 }
368 } 388 }
369 } 389 }
370} 390}
371
372 391
373/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
375 * explode. 394 * explode.
376 */ 395 */
396void
377void explode_bullet(object *op) 397explode_bullet (object *op)
378{ 398{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 399 object *tmp, *owner;
381 400
382 if (op->other_arch == NULL) { 401 if (!op->other_arch)
402 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 404 op->destroy (true);
385 free_object (op); 405 return;
406 }
407
408 if (op->env)
409 {
410 object *env = op->outer_env ();
411
412 if (!env->map || out_of_map (env->map, env->x, env->y))
413 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (true);
416 return;
417 }
418
419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
420 }
421 else if (out_of_map (op->map, op->x, op->y))
422 {
423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
424 op->destroy (true);
425 return;
426 }
427
428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
429 // NOTE: If this breaks something important: remove this. I can't think of anything
430 // bad at the moment that might happen from this.
431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
432 {
433 op->destroy (true);
434 return;
435 }
436
437 if (op->attacktype)
438 {
439 hit_map (op, 0, op->attacktype, 1);
440
441 if (op->destroyed ())
386 return; 442 return;
387 } 443 }
388 444
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 446 tmp = arch_to_object (op->other_arch);
428 447
429 copy_owner (tmp, op); 448 tmp->set_owner (op);
430 tmp->skill = op->skill; 449 tmp->skill = op->skill;
431 450
432 owner = get_owner(op); 451 owner = op->owner;
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 452
453 if ((tmp->attacktype & AT_HOLYWORD
454 || tmp->attacktype & AT_GODPOWER)
455 && owner
434 !tailor_god_spell(tmp, owner)) { 456 && !tailor_god_spell (tmp, owner))
435 remove_ob (op); 457 {
436 free_object (op); 458 op->destroy (true);
437 return; 459 return;
438 } 460 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 461
442 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
464 {
444 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 466 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 467 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 468 tmp->duration = op->duration;
448 } else { 469 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 470 else
471 {
472 if (op->attacktype & AT_MAGIC)
473 tmp->attacktype |= AT_MAGIC;
474
450 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
454 /* 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 -
455 * the count of the parent should work fine. 480 * the count of the parent should work fine.
456 */ 481 */
457 tmp->stats.maxhp = op->count; 482 tmp->stats.maxhp = op->count;
458 } 483 }
459 484
460 /* Set direction of cone explosion */ 485 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 486 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
463 488
464 /* Prevent recursion */ 489 /* Prevent recursion */
465 op->move_on = 0; 490 op->move_on = 0;
466 491
467 insert_ob_in_map(tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
468 /* remove the firebullet */ 495 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 496 op->destroy (true);
470 remove_ob (op);
471 free_object (op);
472 }
473} 497}
474
475
476 498
477/* 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
478 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
479 */ 501 */
480 502void
481void check_bullet(object *op) 503check_bullet (object *op)
482{ 504{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 505 object *tmp;
485 int dam, mflags; 506 int dam, mflags;
486 mapstruct *m; 507 maptile *m;
487 sint16 sx, sy; 508 sint16 sx, sy;
488 509
489 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);
490 511
491 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)))
492 return; 513 return;
493 514
494 if (op->other_arch) { 515 if (op->other_arch)
516 {
495 /* explode object will also remove op */ 517 /* explode object will also remove op */
496 explode_bullet (op); 518 explode_bullet (op);
497 return; 519 return;
498 } 520 }
499 521
500 /* 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 */
501 if (!(mflags & P_IS_ALIVE)) return; 523 if (!(mflags & P_IS_ALIVE))
524 return;
502 525
503 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)
504 { 527 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 529 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 531
509 || (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)
510 { 534 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 536 {
513 free_object(op); 537 op->destroy (true);
514 return; 538 return;
515 } 539 }
516 } 540 }
517 } 541 }
518 } 542 }
519} 543}
520
521 544
522/* Basically, we move 'op' one square, and if it hits something, 545/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 546 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 547 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 548 * fired arches (eg, bolts).
526 */ 549 */
527 550void
528void move_bullet(object *op) 551move_bullet (object *op)
529{ 552{
530 sint16 new_x, new_y; 553 sint16 new_x, new_y;
531 int mflags; 554 int mflags;
532 mapstruct *m; 555 maptile *m;
533 556
534#if 0 557#if 0
535 /* We need a better general purpose way to do this */ 558 /* We need a better general purpose way to do this */
536 559
537 /* peterm: added to make comet leave a trail of burnouts 560 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 561 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 562 if (op->stats.sp == SP_METEOR)
563 {
540 replace_insert_ob_in_map("fire_trail",op); 564 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 565 if (op->destroyed ())
542 return; 566 return;
543 } /* end addition. */ 567 } /* end addition. */
544#endif 568#endif
545 569
546 /* Reached the end of its life - remove it */ 570 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 571 if (--op->range <= 0)
572 {
548 if (op->other_arch) { 573 if (op->other_arch)
549 explode_bullet (op); 574 explode_bullet (op);
550 } else { 575 else
551 remove_ob (op); 576 op->destroy (true);
552 free_object (op); 577
553 }
554 return; 578 return;
555 } 579 }
556 580
557 new_x = op->x + DIRX(op); 581 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 582 new_y = op->y + DIRY (op);
559 m = op->map; 583 m = op->map;
560 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);
561 585
562 if (mflags & P_OUT_OF_MAP) { 586 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 587 {
564 free_object (op); 588 op->destroy (true);
565 return; 589 return;
566 } 590 }
567 591
568 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 {
569 if (op->other_arch) { 594 if (op->other_arch)
570 explode_bullet (op); 595 explode_bullet (op);
571 } else { 596 else
572 remove_ob (op); 597 op->destroy (true);
573 free_object (op); 598
574 }
575 return; 599 return;
576 } 600 }
577 601
578 remove_ob (op); 602 if (!(op = m->insert (op, new_x, new_y, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 603 return;
583 604
584 if (reflwall (op->map, op->x, op->y, op)) { 605 if (reflwall (op->map, op->x, op->y, op))
606 {
585 op->direction = absdir (op->direction + 4); 607 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 608 update_turn_face (op);
587 } else { 609 }
610 else
588 check_bullet (op); 611 check_bullet (op);
589 }
590} 612}
591
592
593
594 613
595/* fire_bullet 614/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 618 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
601 * pointers. 620 * pointers.
602 */ 621 */
603 622int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 623fire_bullet (object *op, object *caster, int dir, object *spob)
624{
605 object *tmp=NULL; 625 object *tmp = NULL;
606 int mflags; 626 int mflags;
607 627
608 if (!spob->other_arch) 628 if (!spob->other_arch)
609 return 0; 629 return 0;
610 630
611 tmp=arch_to_object(spob->other_arch); 631 tmp = spob->other_arch->instance ();
612 if(tmp==NULL) 632 if (!tmp)
613 return 0; 633 return 0;
614 634
615 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
616 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);
617 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
638 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
619 640
620 tmp->range = 50; 641 tmp->range = 50;
621 642
622 /* Need to store duration/range for the ball to use */ 643 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 644 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 645 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 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);
626 647
627 tmp->direction=dir; 648 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 650 SET_ANIMATION (tmp, dir);
630 651
631 set_owner(tmp,op); 652 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
633 654
634 tmp->x=op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 657 tmp->map = op->map;
637 658
659 maptile *newmap;
638 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);
639 if (mflags & P_OUT_OF_MAP) { 661 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 662 {
663 tmp->destroy (true);
641 return 0; 664 return 0;
642 } 665 }
666
667 tmp->map = newmap;
668
643 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 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 672 {
673 tmp->destroy (true);
646 return 0; 674 return 0;
647 } 675 }
676
648 tmp->x=op->x; 677 tmp->x = op->x;
649 tmp->y=op->y; 678 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 679 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 680 tmp->map = op->map;
652 } 681 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 682
683 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 684 check_bullet (tmp);
655 } 685
656 return 1; 686 return 1;
657} 687}
658
659
660
661 688
662/***************************************************************************** 689/*****************************************************************************
663 * 690 *
664 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
665 * 692 *
666 *****************************************************************************/ 693 *****************************************************************************/
667 694
668
669/* 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
670void cone_drop(object *op) { 697cone_drop (object *op)
698{
671 object *new_ob = arch_to_object(op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
672 700
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 701 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 702 new_ob->set_owner (op->owner);
677 703
678 /* preserve skill ownership */ 704 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 705 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 706 new_ob->skill = op->skill;
681 } 707
682 insert_ob_in_map(new_ob,op->map,op,0); 708 new_ob->insert_at (op, op);
683
684} 709}
685 710
686/* 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 */
687 712
713void
688void move_cone(object *op) { 714move_cone (object *op)
689 int i; 715{
690 tag_t tag;
691
692 /* 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 */
693 if (! op->map) { 717 if (!op->map)
718 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 720 op->set_speed (0);
697 update_ob_speed (op);
698 return; 721 return;
699 } 722 }
700 723
701 /* lava saves it's life, but not yours :) */ 724 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 725 if (QUERY_FLAG (op, FLAG_LIFESAVE))
726 {
703 hit_map(op,0,op->attacktype,0); 727 hit_map (op, 0, op->attacktype, 0);
704 return; 728 return;
705 } 729 }
706 730
707#if 0 731#if 0
708 /* Disable this - enabling it makes monsters easier, as 732 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 733 * when their cone dies when they die.
710 */ 734 */
711 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 736 if (op->owner == NULL)
713 remove_ob(op); 737 {
714 free_object(op); 738 op->destroy (true);
715 return; 739 return;
716 } 740 }
717#endif 741#endif
718 742
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 743 hit_map (op, 0, op->attacktype, 0);
721 744
722 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
724 * degree. 747 * degree.
725 */ 748 */
749 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 750 check_spell_knockback (op);
727 751
728 if (was_destroyed (op, tag)) 752 if (op->destroyed ())
753 return;
754
755 if (op->duration-- < 0)
756 {
757 op->destroy (true);
729 return; 758 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 759 }
736 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 761 * any further. When the duration above expires,
738 * then the object will get removed. 762 * then the object will get removed.
739 */ 763 */
740 if (--op->range < 0) { 764 if (--op->range < 0)
765 {
741 op->range=0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
742 return; 767 return;
768 }
769
770 for (int i = -1; i <= 1; i++)
743 } 771 {
772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
744 773
745 for(i= -1;i<2;i++) {
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
747 y=op->y+freearr_y[absdir(op->stats.sp+i)];
748
749 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))
750 object *tmp=get_object(); 775 {
751 copy_object(op, tmp); 776 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 777
755 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
756 779
757 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 782
783 op->map->insert (tmp, x, y, op);
784
760 if (tmp->other_arch) cone_drop(tmp); 785 if (tmp->other_arch)
786 cone_drop (tmp);
761 } 787 }
762 } 788 }
763} 789}
764 790
765/* cast_cone: casts a cone spell. 791/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 794 * dir: direction to fire in.
769 * 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
770 * to fire. 796 * to fire.
771 * returns 0 on failure, 1 on success. 797 * returns 0 on failure, 1 on success.
772 */ 798 */
799int
773int cast_cone(object *op, object *caster,int dir, object *spell) 800cast_cone (object *op, object *caster, int dir, object *spell)
774{ 801{
775 object *tmp; 802 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 803 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 804 maptile *m;
778 sint16 sx, sy; 805 sint16 sx, sy;
779 MoveType movetype; 806 MoveType movetype;
780 807
781 if (!spell->other_arch) return 0; 808 if (!spell->other_arch)
809 return 0;
782 810
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 811 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 812 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 813 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 814 return 0;
788 } 815 }
789 816
790 if(!dir) { 817 if (!dir)
818 {
791 range_min= 0; 819 range_min = 0;
792 range_max=8; 820 range_max = 8;
793 } 821 }
794 822
795 /* 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
796 * 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
797 * insert it into is blocked. 825 * insert it into is blocked.
798 */ 826 */
799 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
800 828
801 for(i=range_min;i<=range_max;i++) { 829 for (i = range_min; i <= range_max; i++)
830 {
802 sint16 x,y, d; 831 sint16 x, y, d;
803 832
804 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
805 * 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
806 * 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
807 * to hit that person. 836 * to hit that person.
808 */ 837 */
809 d = dir + i; 838 d = dir + i;
810 while (d < 0) d+=8; 839 while (d < 0)
840 d += 8;
811 while (d > 8) d-=8; 841 while (d > 8)
842 d -= 8;
812 843
813 /* 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.
814 * In that case, we have to see - if dir is specified, 845 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 846 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 847 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 848 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 849 * for the rune code.
819 */ 850 */
820 if (caster->type != RUNE && d==0) { 851 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 852 {
824 853 if (dir != 0)
825 x = op->x+freearr_x[d]; 854 d = 8;
826 y = op->y+freearr_y[d]; 855 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 856 continue;
857 }
830 858
859 x = op->x + freearr_x[d];
860 y = op->y + freearr_y[d];
861
862 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
863 continue;
864
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 865 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 866 continue;
833 867
834 success=1; 868 success = 1;
835 tmp=arch_to_object(spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 870 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 873 tmp->attacktype = spell->attacktype;
842 874
843 /* holy word stuff */ 875 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 877 if (!tailor_god_spell (tmp, op))
846 } 878 return 0;
847 879
848 if(dir) 880 if (dir)
849 tmp->stats.sp=dir; 881 tmp->stats.sp = dir;
850 else 882 else
851 tmp->stats.sp=i; 883 tmp->stats.sp = i;
852 884
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 885 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 886
855 /* 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 */
856 if (dir == 0) { 888 if (dir == 0)
889 {
857 tmp->range /= 4; 890 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 891 if (tmp->range < 2 && spell->range >= 2)
892 tmp->range = 2;
859 } 893 }
894
860 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);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 896 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 897
863 /* Special bonus for fear attacks */ 898 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 899 if (tmp->attacktype & AT_FEAR)
900 {
901 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 902 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 903 else
867 tmp->duration += caster->level/3; 904 tmp->duration += caster->level / 3;
868 } 905 }
906
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 907 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
908 {
909 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 910 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 911 else
872 tmp->duration += caster->level/3; 912 tmp->duration += caster->level / 3;
873 } 913 }
874 914
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
877 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);
878 &spell->other_arch->name);
879 917
880 if (!tmp->move_on && tmp->stats.dam) { 918 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 919 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 920
921 m->insert (tmp, sx, sy, op);
922
887 /* 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
888 * a single space too many times. 924 * a single space too many times.
889 */ 925 */
890 tmp->stats.maxhp = tmp->count; 926 tmp->stats.maxhp = tmp->count;
891 927
892 if(tmp->other_arch) cone_drop(tmp); 928 if (tmp->other_arch)
929 cone_drop (tmp);
893 } 930 }
931
894 return success; 932 return success;
895} 933}
896 934
897/**************************************************************************** 935/****************************************************************************
898 * 936 *
899 * BOMB related code 937 * BOMB related code
900 * 938 *
901 ****************************************************************************/ 939 ****************************************************************************/
902 940
903
904/* This handles an exploding bomb. 941/* This handles an exploding bomb.
905 * op is the original bomb object. 942 * op is the original bomb object.
906 */ 943 */
944void
907void animate_bomb(object *op) { 945animate_bomb (object *op)
908 int i; 946{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
948 return;
949
950 object *env = op->outer_env ();
951
952 if (op->env)
953 {
954 if (env->map == NULL)
913 return; 955 return;
914 956
915 957 if (!(op = op->insert_at (env, op)))
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count);
924
925 remove_ob(op);
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 958 return;
940 } 959 }
941 960
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
942 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 972 * so just set up the appropriate values.
945 */ 973 */
946 at = find_archetype(SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 975 {
948 for(i=1;i<9;i++) { 976 for (int i = 1; i < 9; i++)
977 {
949 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]))
950 continue; 979 continue;
980
951 tmp = arch_to_object(at); 981 object *tmp = arch_to_object (at);
952 tmp->direction = i; 982 tmp->direction = i;
953 tmp->range = op->range; 983 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 985 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 987 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 988 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 989 tmp->skill = op->skill;
960 } 990
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 992 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 993
964 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 995 move_bullet (tmp);
967 } 996 }
968 } 997 }
969 998
970 explode_bullet(op); 999 explode_bullet (op);
971} 1000}
972 1001
1002int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1003create_bomb (object *op, object *caster, int dir, object *spell)
974 1004{
975 object *tmp; 1005 object *tmp;
976 int mflags; 1006 int mflags;
977 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];
978 mapstruct *m; 1008 maptile *m;
979 1009
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 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 {
982 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.");
983 return 0; 1014 return 0;
984 } 1015 }
1016
985 tmp=arch_to_object(spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
986 1018
987 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 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);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
992 1024
993 set_owner(tmp,op); 1025 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1027
996 tmp->y=dy; 1028 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1029 return 1;
999} 1030}
1000 1031
1001/**************************************************************************** 1032/****************************************************************************
1002 * 1033 *
1003 * smite related spell code. 1034 * smite related spell code.
1011 * dir is the direction to look in. 1042 * dir is the direction to look in.
1012 * range is how far out to look. 1043 * range is how far out to look.
1013 * 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.
1014 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1015 */ 1046 */
1016 1047object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1048get_pointed_target (object *op, int dir, int range, int type)
1049{
1018 object *target; 1050 object *target;
1019 sint16 x,y; 1051 sint16 x, y;
1020 int dist, mflags; 1052 int dist, mflags;
1021 mapstruct *mp; 1053 maptile *mp;
1022 1054
1023 if (dir==0) return NULL; 1055 if (dir == 0)
1024
1025 for (dist=1; dist<range; dist++) {
1026 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1030
1031 if (mflags & P_OUT_OF_MAP) return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1035
1036 if (mflags & P_IS_ALIVE) {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1039 return target;
1040 }
1041 }
1042 }
1043 }
1044 return NULL; 1056 return NULL;
1045}
1046 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}
1047 1082
1048/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1050 * usual params - 1085 * usual params -
1051 * op = player 1086 * op = player
1052 * caster = object casting the spell. 1087 * caster = object casting the spell.
1053 * dir = direction being cast 1088 * dir = direction being cast
1054 * spell = spell object 1089 * spell = spell object
1055 */ 1090 */
1056 1091int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{
1058 object *effect, *target; 1094 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1095 object *god = find_god (determine_god (op));
1060 int range; 1096 int range;
1061 1097
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1098 range = spell->range + SP_level_range_adjust (caster, spell);
1063 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);
1064 1100
1065 /* Bunch of conditions for casting this spell. Note that only 1101 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1102 * require a god if this is a cleric spell (requires grace).
1067 * 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
1068 * 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
1069 * interesting spell. 1105 * interesting spell.
1070 * 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
1071 * can't be friendly to your god. 1107 * can't be friendly to your god.
1072 */ 1108 */
1073 1109
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1111 || (!god && spell->stats.grace)
1076 ||(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)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1113 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1115 return 0;
1080 } 1116 }
1081 1117
1082 if (spell->other_arch) 1118 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1084 else 1120 else
1085 return 0; 1121 return 0;
1086 1122
1087 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 {
1091 if(tailor_god_spell(effect,op)) 1128 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1130 else
1131 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1133 return 0;
1097 } 1134 }
1098 } 1135 }
1099 1136
1100 /* size of the area of destruction */ 1137 /* size of the area of destruction */
1101 effect->range=spell->range + 1138 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1139 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1140
1106 if (effect->attacktype & AT_DEATH) { 1141 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1142 {
1108 SP_level_dam_adjust(caster,spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1144
1110 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1147 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1148 if (random_roll (0, 2, op, PREFER_LOW))
1149 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1151 effect->x = op->x;
1115 effect->y=op->y; 1152 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1153 }
1154 else
1155 {
1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1157 target->stats.hp = target->stats.maxhp * 2;
1158 effect->destroy (true);
1159 return 0;
1123 } 1160 }
1124 } else { 1161 }
1162 }
1163 else
1164 {
1125 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1166 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1167 }
1129 1168
1130 set_owner(effect,op); 1169 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1132 1171
1133 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1173 effect->insert_at (target, op);
1135 effect->y=target->y; 1174
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1175 return 1;
1139} 1176}
1140
1141 1177
1142/**************************************************************************** 1178/****************************************************************************
1143 * 1179 *
1144 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1145 * 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
1146 * code here is just to move the missile. 1182 * code here is just to move the missile.
1147 ****************************************************************************/ 1183 ****************************************************************************/
1148 1184
1149/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1186void
1150void move_missile(object *op) { 1187move_missile (object *op)
1151 int i, mflags; 1188{
1152 object *owner;
1153 sint16 new_x, new_y;
1154 mapstruct *m;
1155
1156 if (op->range-- <=0) { 1189 if (op->range-- <= 0)
1157 remove_ob(op); 1190 {
1158 free_object(op); 1191 op->destroy_inv (true); // be explicit about dropping
1192 op->destroy (true);
1159 return; 1193 return;
1194 }
1195
1196 mapxy pos (op);
1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1160 } 1200 {
1161 1201 op->destroy (true);
1162 owner = get_owner(op);
1163#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive
1166 */
1167 if (owner == NULL) {
1168 remove_ob(op);
1169 free_object(op);
1170 return; 1202 return;
1203 }
1204
1205 mapspace &ms = pos.ms ();
1206
1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1171 } 1208 {
1172#endif
1173
1174 new_x = op->x + DIRX(op);
1175 new_y = op->y + DIRY(op);
1176
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1178
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1181 tag_t tag = op->count;
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1184 * 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.
1185 */ 1212 */
1186 if ( ! was_destroyed (op, tag)) { 1213 op->destroy (true);
1187 remove_ob (op);
1188 free_object(op);
1189 }
1190 return; 1214 return;
1215 }
1216
1217 if (!op->direction)
1191 } 1218 {
1192 1219 op->destroy (true);
1193 remove_ob(op);
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1195 free_object(op);
1196 return; 1220 return;
1197 } 1221 }
1198 op->x = new_x; 1222
1199 op->y = new_y; 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1224 if (i > 0 && i != op->direction)
1225 {
1203 op->direction=i; 1226 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1205 } 1228 }
1206 insert_ob_in_map(op,op->map,op,0); 1229
1230 pos.insert (op, op);
1207} 1231}
1208 1232
1209/**************************************************************************** 1233/****************************************************************************
1210 * Destruction 1234 * Destruction
1211 ****************************************************************************/ 1235 ****************************************************************************/
1236
1212/* make_object_glow() - currently only makes living objects glow. 1237/* make_object_glow() - currently only makes living objects glow.
1213 * 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
1214 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1217 */ 1242 */
1218 1243int
1219int make_object_glow(object *op, int radius, int time) { 1244make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1245{
1221
1222 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1248 return 0;
1225 1249
1226 tmp=get_archetype(FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1252 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1254 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1257
1234 tmp->x=op->x;
1235 tmp->y=op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1238 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1240 1262
1241 if(!tmp->env||op!=tmp->env) {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1243 &op->name);
1244 return 0;
1245 }
1246 return 1; 1263 return 1;
1247} 1264}
1248 1265
1249 1266int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1267cast_destruction (object *op, object *caster, object *spell_ob)
1268{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1270 sint16 sx, sy;
1255 mapstruct *m; 1271 maptile *m;
1256 object *tmp; 1272 object *tmp;
1257 const char *skill; 1273 const char *skill;
1258 1274
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1275 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 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);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1277 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1278 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1279 friendly = 1;
1263 1280
1264 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1283 * We do some shortcuts here - since this is just temporary
1267 * 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
1268 * the full share string/free_string route. 1285 * the full share string/free_string route.
1269 */ 1286 */
1270 skill = op->skill; 1287 skill = op->skill;
1288 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1289 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1290 else if (caster->skill)
1291 op->skill = caster->skill;
1292 else
1273 else op->skill = NULL; 1293 op->skill = NULL;
1274 1294
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1276 1296
1277 for(i= -range; i<range; i++) { 1297 for (i = -range; i <= range; i++)
1298 {
1278 for(j=-range; j<range ; j++) { 1299 for (j = -range; j <= range; j++)
1300 {
1279 m = op->map; 1301 m = op->map;
1280 sx = op->x + i; 1302 sx = op->x + i;
1281 sy = op->y + j; 1303 sy = op->y + j;
1304
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1306 if (mflags & P_OUT_OF_MAP)
1307 continue;
1308
1284 if (mflags & P_IS_ALIVE) { 1309 if (mflags & P_IS_ALIVE)
1310 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1313 break;
1314
1315 if (tmp)
1287 } 1316 {
1288 if (tmp) { 1317 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1318 tmp = tmp->head;
1290 1319
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1320 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1322 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1324 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1295 if (spell_ob->other_arch) { 1327 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1329 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1331 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1333 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 } 1334 }
1311 } 1335 }
1312 } 1336 }
1313 } 1337 }
1314 } 1338 }
1315 } 1339 }
1340
1316 op->skill = skill; 1341 op->skill = skill;
1317 return 1; 1342 return 1;
1318} 1343}
1319 1344
1320/*************************************************************************** 1345/***************************************************************************
1321 * 1346 *
1322 * CURSE 1347 * CURSE
1323 * 1348 *
1324 ***************************************************************************/ 1349 ***************************************************************************/
1325 1350
1351int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1352cast_curse (object *op, object *caster, object *spell_ob, int dir)
1353{
1327 object *god = find_god(determine_god(op)); 1354 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1355 object *tmp, *force;
1329 1356
1330 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);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1358 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1359 {
1334 "There is no one in that direction to curse."); 1360 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1361 return 0;
1336 } 1362 }
1337 1363
1364 tmp = tmp->head_ ();
1365
1338 /* 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. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1367 for (force = tmp->inv; force; force = force->below)
1368 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1370 {
1341 if (force->name == spell_ob->name) { 1371 if (force->name == spell_ob->name)
1372 {
1342 break; 1373 break;
1343 } 1374 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1375 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1376 {
1346 "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);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1378 return 0;
1349 } 1379 }
1350 } 1380 }
1351 } 1381 }
1352 1382
1353 if(force==NULL) { 1383 if (!force)
1384 {
1354 force=get_archetype(FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1356 if (spell_ob->race) 1388 if (spell_ob->race)
1357 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1358 else 1390 else
1359 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1360 1392
1361 force->name_pl = spell_ob->name; 1393 force->name_pl = spell_ob->name;
1362 1394
1363 } else { 1395 }
1396 else
1397 {
1364 int duration; 1398 int duration;
1365 1399
1366 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;
1367 if (duration > force->duration) { 1401 if (duration > force->duration)
1402 {
1368 force->duration = duration; 1403 force->duration = duration;
1369 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.");
1405 }
1370 } else { 1406 else
1371 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.");
1372 } 1408
1373 return 1; 1409 return 1;
1374 } 1410 }
1411
1375 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;
1376 force->speed = 1.0; 1413 force->speed = 1.f;
1377 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1379 1416
1380 if(god) { 1417 if (god)
1418 {
1381 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1420 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1421 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1422 force->path_denied = god->path_denied;
1385 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);
1386 "You are a victim of %s's curse!", &god->name); 1424 }
1387 } else 1425 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1426 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1427
1390 1428
1391 if(tmp!=op && op->type==PLAYER) 1429 if (tmp != op && op->type == PLAYER)
1392 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);
1393 1431
1394 force->stats.ac = spell_ob->stats.ac; 1432 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1433 force->stats.wc = spell_ob->stats.wc;
1396 1434
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1435 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1436 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1437 tmp->update_stats ();
1400 return 1; 1438 return 1;
1401 1439
1402} 1440}
1403
1404 1441
1405/********************************************************************** 1442/**********************************************************************
1406 * mood change 1443 * mood change
1407 * 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
1408 * effects monsters, it seems best to put it into this file 1445 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1446 ***********************************************************************/
1410 1447
1411/* This covers the various spells that change the moods of monsters - 1448/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1449 * makes them angry, peacful, friendly, etc.
1413 */ 1450 */
1451int
1414int mood_change(object *op, object *caster, object *spell) { 1452mood_change (object *op, object *caster, object *spell)
1453{
1415 object *tmp, *god, *head; 1454 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1455 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1456 sint16 x, y, nx, ny;
1418 mapstruct *m; 1457 maptile *m;
1419 const char *race; 1458 const char *race;
1420 1459
1421 /* 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
1422 * doing it over and over again. 1461 * doing it over and over again.
1423 */ 1462 */
1424 god=find_god(determine_god(op)); 1463 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1464 level = casting_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1466
1428 /* 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_...
1429 * 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
1430 * won't ever match anything. 1469 * won't ever match anything.
1431 */ 1470 */
1432 if (!spell->race) race=NULL; 1471 if (!spell->race)
1472 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1473 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1474 race = god->slaying;
1434 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
1435 else race = spell->race; 1478 race = spell->race;
1436
1437 1479
1438 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1481 for (y = op->y - range; y <= op->y + range; y++)
1440 1482 {
1441 done_one=0; 1483 done_one = 0;
1442 m = op->map; 1484 m = op->map;
1443 nx = x; 1485 nx = x;
1444 ny = y; 1486 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1488 if (mflags & P_OUT_OF_MAP)
1489 continue;
1447 1490
1448 /* 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 */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1492 if (!(mflags & P_IS_ALIVE))
1493 continue;
1450 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
1451 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)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1502 break;
1453 1503
1454 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1505 if (!tmp || tmp->type == PLAYER)
1506 continue;
1456 1507
1457 /* Only the head has meaningful data, so resolve to that */ 1508 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1509 if (tmp->head)
1510 head = tmp->head;
1511 else
1459 else head=tmp; 1512 head = tmp;
1460 1513
1461 /* 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 */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1515 if (race && head->race && !strstr (race, head->race))
1516 continue;
1517
1463 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;
1464 1520
1465 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1522 best_at = -1;
1467 if (spell->attacktype) { 1523 if (spell->attacktype)
1524 {
1468 for (at=0; at < NROFATTACKS; at++) 1525 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1526 if (spell->attacktype & (1 << at))
1470 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;
1471 1529
1472 if (best_at == -1) at=0; 1530 if (best_at == -1)
1531 at = 0;
1532 else
1533 {
1534 if (head->resist[best_at] == 100)
1535 continue;
1473 else { 1536 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1537 at = head->resist[best_at] / 5;
1476 } 1538 }
1477 at -= level / 5; 1539 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1540 if (did_make_save (head, head->level, at))
1541 continue;
1479 } 1542 }
1480 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1544 {
1481 /* 1545 /*
1482 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:
1483 * if spell level < monster level, no go 1547 * if spell level < monster level, no go
1484 * 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 ) )
1485 1549
1486 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.
1487 1551
1488 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
1489 charm a level 125 monster... 1553 charm a level 125 monster...
1490 1554
1491 Ryo, august 14th 1555 Ryo, august 14th
1492 */ 1556 */
1493 {
1494 if ( head->level > level ) continue; 1557 if (head->level > level)
1558 continue;
1559
1495 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))))
1496 /* Failed, no effect */ 1561 /* Failed, no effect */
1497 continue; 1562 continue;
1498 } 1563 }
1499 1564
1500 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1501 1566
1502 /* aggravation */ 1567 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1569 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1571 remove_friendly_object (head);
1507
1508 done_one = 1; 1572 done_one = 1;
1509 head->enemy = op; 1573 head->enemy = op;
1510 } 1574 }
1511 1575
1512 /* calm monsters */ 1576 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1577 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1578 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1579 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1580 head->enemy = NULL;
1516 done_one = 1; 1581 done_one = 1;
1517 } 1582 }
1518 1583
1519 /* berserk monsters */ 1584 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1586 {
1521 SET_FLAG(head, FLAG_BERSERK); 1587 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1588 done_one = 1;
1523 } 1589 }
1590
1524 /* charm */ 1591 /* charm */
1525 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))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1593 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1528 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.
1529 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. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1600 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1602 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1603 head->attack_movement = PETMOVE;
1535 done_one = 1; 1604 done_one = 1;
1536 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);
1537 head->stats.exp = 0; 1606 head->stats.exp = 0;
1538 } 1607 }
1539 1608
1540 /* If a monster was effected, put an effect in */ 1609 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1610 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1611 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1612 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1613
1549 return 1; 1614 return 1;
1550} 1615}
1551 1616
1552 1617
1553/* 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
1554 * 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
1555 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1621 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1558 */ 1623 */
1559 1624void
1560void move_ball_spell(object *op) { 1625move_ball_spell (object *op)
1626{
1561 int i,j,dam_save,dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1563 object *owner; 1629 object *owner;
1564 mapstruct *m; 1630 maptile *m;
1565 1631
1566 owner = get_owner(op); 1632 owner = op->owner;
1567 1633
1568 /* 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,
1569 * 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
1570 * victim. The block immediately below more or less chooses a random 1636 * victim. The block immediately below more or less chooses a random
1571 * 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
1572 * deviations. 1638 * deviations.
1573 */ 1639 */
1574 1640
1575 dir = 0; 1641 dir = 0;
1576 if(!(rndm(0, 3))) 1642 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1643 j = rndm (0, 1);
1578 else j=0; 1644 else
1645 j = 0;
1579 1646
1580 for(i = 1; i < 9; i++) { 1647 for (i = 1; i < 9; i++)
1648 {
1581 /* i bit 0: alters sign of offset 1649 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1650 * other bits (i / 2): absolute value of offset
1583 */ 1651 */
1584 1652
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1653 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1654 int tmpdir = absdir (op->direction + offset);
1587 1655
1588 nx = op->x + freearr_x[tmpdir]; 1656 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1657 ny = op->y + freearr_y[tmpdir];
1590 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))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1659 {
1592 dir = tmpdir; 1660 dir = tmpdir;
1593 break; 1661 break;
1594 } 1662 }
1595 } 1663 }
1596 if (dir == 0) { 1664 if (dir == 0)
1665 {
1597 nx = op->x; 1666 nx = op->x;
1598 ny = op->y; 1667 ny = op->y;
1599 m = op->map; 1668 m = op->map;
1600 } 1669 }
1601 1670
1602 remove_ob(op); 1671 m->insert (op, nx, ny, op);
1603 op->y=ny; 1672
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 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
1608 surrounding squares */ 1674 surrounding squares */
1609 1675
1610 /* loop over current square and neighbors to hit. 1676 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1678 * the surround spaces.
1613 */ 1679 */
1614 for(j=0;j<9;j++) { 1680 for (j = 0; j < 9; j++)
1615 object *new_ob; 1681 {
1616
1617 hx = nx+freearr_x[j]; 1682 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1683 hy = ny + freearr_y[j];
1619 1684
1620 m = op->map; 1685 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1687
1623 if (mflags & P_OUT_OF_MAP) continue; 1688 if (mflags & P_OUT_OF_MAP)
1689 continue;
1624 1690
1625 /* 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
1626 * of the map either. 1692 * of the map either.
1627 */ 1693 */
1628 1694
1629 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)))
1696 {
1697 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1698 op->stats.dam = dam_save / 2;
1699
1631 hit_map(op,j,op->attacktype,1); 1700 hit_map (op, j, op->attacktype, 1);
1632
1633 } 1701 }
1634 1702
1635 /* insert the other arch */ 1703 /* insert the other arch */
1636 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))))
1637 new_ob = arch_to_object(op->other_arch); 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1706 }
1643 1707
1644 /* restore to the center location and damage*/ 1708 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1709 op->stats.dam = dam_save;
1646 1710
1647 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);
1648 1712
1649 if(i>=0) { /* we have a preferred direction! */ 1713 if (i >= 0)
1714 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1715 /* pick another direction if the preferred dir is blocked. */
1651 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 ||
1652 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)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1718 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1719
1655 op->direction=i; 1720 op->direction = i;
1656 } 1721 }
1657} 1722}
1658 1723
1659
1660/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1661 * 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
1662 * 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
1663 * 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
1664 * 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
1665 * 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.
1666 */ 1730 */
1667 1731void
1668void move_swarm_spell(object *op) 1732move_swarm_spell (object *op)
1669{ 1733{
1670#if 0 1734#if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1735 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1672 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1736 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1673 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir; 1738 int adjustdir;
1675 mapstruct *m; 1739 maptile *m;
1676#endif 1740#endif
1677 int basedir; 1741 object *owner = op->env;
1678 object *owner;
1679 1742
1680 owner = get_owner(op); 1743 if (!owner) // MUST not happen, remove when true TODO
1681 if(op->duration == 0 || owner == NULL) { 1744 {
1682 remove_ob(op); 1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1683 free_object(op); 1746 op->destroy (true);
1684 return; 1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1685 } 1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1754 return;
1755 }
1756
1686 op->duration--; 1757 op->duration--;
1687 1758
1688 basedir = op->direction; 1759 int basedir = op->direction;
1689 if(basedir == 0) { 1760 if (!basedir)
1761 {
1690 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1692 } 1765 }
1693 1766
1694#if 0 1767#if 0
1695 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space. 1771 // space.
1699 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1700 // (schmorp) 1773 // (schmorp)
1701 1774
1702 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1703 * more uniform 1776 * more uniform
1704 */ 1777 */
1705 if(op->duration) { 1778 if (op->duration)
1779 {
1706 if(basedir & 1) { 1780 if (basedir & 1)
1781 {
1707 adjustdir = cardinal_adjust[rndm(0, 8)]; 1782 adjustdir = cardinal_adjust[rndm (0, 8)];
1783 }
1708 } else { 1784 else
1785 {
1709 adjustdir = diagonal_adjust[rndm(0, 9)]; 1786 adjustdir = diagonal_adjust[rndm (0, 9)];
1710 } 1787 }
1711 } else { 1788 }
1789 else
1790 {
1712 adjustdir = 0; /* fire the last one from forward. */ 1791 adjustdir = 0; /* fire the last one from forward. */
1713 } 1792 }
1714 1793
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; 1794 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; 1795 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1717 1796
1718 /* back up one space so we can hit point-blank targets, but this 1797 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below 1798 * necessitates extra out_of_map check below
1720 */ 1799 */
1721 origin_x = target_x - freearr_x[basedir]; 1800 origin_x = target_x - freearr_x[basedir];
1722 origin_y = target_y - freearr_y[basedir]; 1801 origin_y = target_y - freearr_y[basedir];
1723 1802
1724 1803
1725 /* 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
1726 * should just be a pointer to the spell in some inventory, 1805 * should just be a pointer to the spell in some inventory,
1727 * 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,
1728 * do some sanity checking anyways. 1807 * do some sanity checking anyways.
1729 */ 1808 */
1730 1809
1731 if (op->spell && op->spell->type == SPELL && 1810 if (op->spell && op->spell->type == SPELL &&
1732 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && 1811 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1733 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) { 1812 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1813 {
1734 1814
1735 /* Bullet spells have a bunch more customization that needs to be done */ 1815 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET) 1816 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell); 1817 fire_bullet (owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1818 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); 1819 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 } 1820 }
1741#endif 1821#endif
1742 1822
1743 /* spell pointer is set up for the spell this casts. Since this 1823 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory, 1824 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However, 1825 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways. 1826 * do some sanity checking anyways.
1747 */ 1827 */
1748 1828
1749 if (op->spell && op->spell->type == SPELL) 1829 if (op->spell && op->spell->type == SPELL)
1750 { 1830 {
1751 /* 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 */
1752 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 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);
1756 } 1836 }
1757} 1837}
1758
1759
1760
1761 1838
1762/* fire_swarm: 1839/* fire_swarm:
1763 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1764 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1765 * the parts of the swarm. 1842 * the parts of the swarm.
1768 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1769 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1771 * n: the number to be fired. 1848 * n: the number to be fired.
1772 */ 1849 */
1773 1850int
1774int fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1775{ 1852{
1776 object *tmp;
1777 int i;
1778
1779 if (!spell->other_arch) return 0; 1853 if (!spell->other_arch)
1854 return 0;
1780 1855
1781 tmp=get_archetype(SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1782 tmp->x=op->x; 1857
1783 tmp->y=op->y;
1784 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1785 set_spell_skill(op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1786
1787 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. */
1788 tmp->spell = arch_to_object(spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1789
1790 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1791 1862
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1793 if ( ! tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1794 return 1; 1865 return 1;
1795 } 1866
1796 tmp->duration = SP_level_duration_adjust(caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1797 for (i=0; i< spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1799 1870
1800 tmp->direction=dir;
1801 tmp->invisible=1; 1871 tmp->invisible = 1;
1802 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
1803 return 1; 1879 return 1;
1804} 1880}
1805
1806 1881
1807/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1808 * function. 1883 * function.
1809 */ 1884 */
1885int
1810int cast_light(object *op,object *caster,object *spell, int dir) { 1886cast_light (object *op, object *caster, object *spell, int dir)
1887{
1811 object *target=NULL,*tmp=NULL; 1888 object *target = NULL, *tmp = NULL;
1812 sint16 x,y; 1889 sint16 x, y;
1813 int dam, mflags; 1890 int dam, mflags;
1814 mapstruct *m; 1891 maptile *m;
1815 1892
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1894
1818 if(!dir) { 1895 if (!dir)
1896 {
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1820 return 0; 1898 return 0;
1821 } 1899 }
1822 1900
1823 x=op->x+freearr_x[dir]; 1901 x = op->x + freearr_x[dir];
1824 y=op->y+freearr_y[dir]; 1902 y = op->y + freearr_y[dir];
1825 m = op->map; 1903 m = op->map;
1826 1904
1827 mflags = get_map_flags(m, &m, x, y, &x, &y); 1905 mflags = get_map_flags (m, &m, x, y, &x, &y);
1828 1906
1829 if (mflags & P_OUT_OF_MAP) { 1907 if (mflags & P_OUT_OF_MAP)
1908 {
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1831 return 0; 1910 return 0;
1832 } 1911 }
1833 1912
1834 if (mflags & P_IS_ALIVE && spell->attacktype) { 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
1914 {
1835 for(target=get_map_ob(m,x,y);target;target=target->above) 1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 {
1837 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1919 if (target->head)
1838 if(target->head) target = target->head; 1920 target = target->head;
1921
1839 (void) hit_player(target,dam,op,spell->attacktype,1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1840 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1841 } 1924 }
1842 } 1925 }
1843 1926
1844 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1845 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 {
1846 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.");
1847 return 0; 1931 return 0;
1848 } 1932 }
1849 1933
1850 /* 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 */
1851 tmp=arch_to_object(spell->other_arch); 1935 tmp = arch_to_object (spell->other_arch);
1852 if(!tmp) { 1936 if (!tmp)
1937 {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1854 return 0; 1939 return 0;
1855 } 1940 }
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1857 if (tmp->glow_radius) { 1942 if (tmp->glow_radius)
1943 {
1858 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1859 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;
1860 } 1947 }
1861 tmp->x=x; 1948
1862 tmp->y=y; 1949 m->insert (tmp, x, y, op);
1863 insert_ob_in_map(tmp,m,op,0);
1864 return 1; 1950 return 1;
1865} 1951}
1866
1867
1868
1869 1952
1870/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1871 * player and infects someone. 1954 * player and infects someone.
1872 * 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
1873 * 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
1874 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1875 */ 1958 */
1876 1959int
1877int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
1961{
1878 sint16 x,y; 1962 sint16 x, y;
1879 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk; 1964 object *walk;
1881 mapstruct *m; 1965 maptile *m;
1882 1966
1883 x = op->x; 1967 x = op->x;
1884 y = op->y; 1968 y = op->y;
1885 1969
1886 /* 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
1887 * direction the player is pointing. 1971 * direction the player is pointing.
1888 */ 1972 */
1973 if (!dir)
1889 if (!dir) dir=op->facing; 1974 dir = op->facing;
1975
1976 if (!dir)
1890 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 */
1891 1978
1892 /* Calculate these once here */ 1979 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell); 1981 dam_mod = SP_level_dam_adjust (caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell); 1982 dur_mod = SP_level_duration_adjust (caster, spell);
1896 1983
1897 /* search in a line for a victim */ 1984 /* search in a line for a victim */
1898 for(i=1; i<range; i++) { 1985 for (i = 1; i < range; i++)
1986 {
1899 x = op->x + i * freearr_x[dir]; 1987 x = op->x + i * freearr_x[dir];
1900 y = op->y + i * freearr_y[dir]; 1988 y = op->y + i * freearr_y[dir];
1901 m = op->map; 1989 m = op->map;
1902 1990
1903 mflags = get_map_flags(m, &m, x, y, &x, &y); 1991 mflags = get_map_flags (m, &m, x, y, &x, &y);
1904 1992
1905 if (mflags & P_OUT_OF_MAP) return 0; 1993 if (mflags & P_OUT_OF_MAP)
1994 return 0;
1906 1995
1907 /* don't go through walls - presume diseases are airborne */ 1996 /* don't go through walls - presume diseases are airborne */
1908 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;
1909 1999
1910 /* 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 */
1911 if (mflags & P_IS_ALIVE) { 2001 if (mflags & P_IS_ALIVE)
2002 {
1912 /* search this square for a victim */ 2003 /* search this square for a victim */
1913 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)
1914 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 */
1915 object *disease = arch_to_object(spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
1916 2008
1917 set_owner(disease,op); 2009 disease->set_owner (op);
1918 set_spell_skill(op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
1919 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell); 2012 disease->level = casting_level (caster, spell);
1921 2013
1922 /* do level adjustments */ 2014 /* do level adjustments */
1923 if(disease->stats.wc) 2015 if (disease->stats.wc)
1924 disease->stats.wc += dur_mod/2; 2016 disease->stats.wc += dur_mod / 2;
1925 2017
1926 if(disease->magic> 0) 2018 if (disease->magic > 0)
1927 disease->magic += dur_mod/4; 2019 disease->magic += dur_mod / 8;
1928 2020
1929 if(disease->stats.maxhp>0) 2021 if (disease->stats.maxhp > 0)
1930 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
1931 2023
1932 if(disease->stats.maxgrace>0) 2024 if (disease->stats.maxgrace > 0)
1933 disease->stats.maxgrace += dur_mod; 2025 disease->stats.maxgrace += dur_mod;
1934 2026
1935 if(disease->stats.dam) { 2027 if (disease->stats.dam)
1936 if(disease->stats.dam > 0)
1937 disease->stats.dam += dam_mod;
1938 else disease->stats.dam -= dam_mod;
1939 }
1940
1941 if(disease->last_sp) {
1942 disease->last_sp -= 2*dam_mod;
1943 if(disease->last_sp <1) disease->last_sp = 1;
1944 }
1945
1946 if(disease->stats.maxsp) {
1947 if(disease->stats.maxsp > 0)
1948 disease->stats.maxsp += dam_mod;
1949 else disease->stats.maxsp -= dam_mod;
1950 }
1951 2028 {
1952 if(disease->stats.ac) 2029 if (disease->stats.dam > 0)
1953 disease->stats.ac += dam_mod; 2030 disease->stats.dam += dam_mod;
1954 2031 else
1955 if(disease->last_eat)
1956 disease->last_eat -= dam_mod;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod; 2032 disease->stats.dam -= dam_mod;
1960
1961 if(disease->stats.sp)
1962 disease->stats.sp -= dam_mod;
1963
1964 if(infect_object(walk,disease,1)) {
1965 object *flash; /* visual effect for inflicting disease */
1966
1967 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1968
1969 free_object(disease); /* don't need this one anymore */
1970 flash=get_archetype(ARCH_DETECT_MAGIC);
1971 flash->x = x;
1972 flash->y = y;
1973 flash->map = walk->map;
1974 insert_ob_in_map(flash,walk->map,op,0);
1975 return 1;
1976 } 2033 }
1977 free_object(disease); 2034
2035 if (disease->last_sp)
2036 {
2037 disease->last_sp -= 2 * dam_mod;
2038 if (disease->last_sp < 1)
2039 disease->last_sp = 1;
1978 } 2040 }
2041
2042 if (disease->stats.maxsp)
2043 {
2044 if (disease->stats.maxsp > 0)
2045 disease->stats.maxsp += dam_mod;
2046 else
2047 disease->stats.maxsp -= dam_mod;
2048 }
2049
2050 if (disease->stats.ac)
2051 disease->stats.ac += dam_mod;
2052
2053 if (disease->last_eat)
2054 disease->last_eat -= dam_mod;
2055
2056 if (disease->stats.hp)
2057 disease->stats.hp -= dam_mod;
2058
2059 if (disease->stats.sp)
2060 disease->stats.sp -= dam_mod;
2061
2062 if (infect_object (walk, disease, 1))
2063 {
2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2065
2066 disease->destroy (true); /* don't need this one anymore */
2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2068 return 1;
2069 }
2070
2071 disease->destroy (true);
2072 }
1979 } /* if living creature */ 2073 } /* if living creature */
1980 } /* for range of spaces */ 2074 } /* for range of spaces */
2075
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1982 return 1; 2077 return 1;
1983} 2078}

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