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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.68 by elmex, Mon Oct 6 08:46:33 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 1.7 2006/09/03 00:18:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 134 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 141
144 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
150 new_bolt->duration++; 148 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
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->drop_and_destroy ();
171 return;
172 }
173
174 hit_map (op, 0, op->attacktype, 1);
175
176 if (!op->direction)
177 return;
178
179 if (--op->range < 0)
180 op->range = 0;
181 else
182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
174 return; 189 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 190
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 */ 191 /* 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 192 /* 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 193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 194 * will be useful.
195 */ 195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 196 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))) { 197 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 199 return;
201 200
202 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 203 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 204 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 205 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 206 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 207 * to the southwest.
209 */ 208 */
210 if(op->direction&1) 209 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 210 op->direction = absdir (op->direction + 4);
212 else { 211 else
212 {
213 int left, right; 213 int left, right;
214 int mflags; 214 int mflags;
215 215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 216 /* 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 217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 219 * op->direction-1 or op->direction+1 does not exist.
220 */ 220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 221 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); 222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 226 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); 227 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)); 228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 229
230 if(left==right) 230 if (left == right)
231 op->direction=absdir(op->direction+4); 231 op->direction = absdir (op->direction + 4);
232 else if(left) 232 else if (left)
233 op->direction=absdir(op->direction+2); 233 op->direction = absdir (op->direction + 2);
234 else if(right) 234 else if (right)
235 op->direction=absdir(op->direction-2); 235 op->direction = absdir (op->direction - 2);
236 } 236 }
237
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 239 return;
239 } 240 }
241 else
240 else { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 243 object *tmp = op->clone ();
242 copy_object(op,tmp); 244
245 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 246 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 */ 247 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 248 tmp->duration++;
248 249
249 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 251 * going off in other directions.
251 */ 252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
252 255
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 256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
258 */ 258 */
259 op->range = 0; 259 op->range = 0;
260 } /* copy object and move it along */ 260 } /* copy object and move it along */
261 } /* if move bolt along */ 261 } /* if move bolt along */
262} 262}
263 263
264/* fire_bolt 264/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 268 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
270 * pointers. 270 * pointers.
271 */ 271 */
272 272int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
274 object *tmp=NULL; 275 object *tmp = NULL;
275 int mflags; 276 int mflags;
276 277
277 if (!spob->other_arch) 278 if (!spob->other_arch)
278 return 0; 279 return 0;
279 280
280 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 282 if (tmp == NULL)
282 return 0; 283 return 0;
283 284
284 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
289 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
292 296
293 tmp->direction=dir; 297 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
296 300
297 set_owner(tmp,op); 301 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
299 303
300 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 306 tmp->map = op->map;
303 307
308 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 311 {
312 tmp->drop_and_destroy ();
307 return 0; 313 return 0;
308 } 314 }
315
316 tmp->map = newmap;
317
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 321 {
322 tmp->drop_and_destroy ();
312 return 0; 323 return 0;
313 } 324 }
325
314 tmp->x=op->x; 326 tmp->x = op->x;
315 tmp->y=op->y; 327 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 329 tmp->map = op->map;
318 } 330 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 333 move_bolt (tmp);
334
321 return 1; 335 return 1;
322} 336}
323
324
325 337
326/*************************************************************************** 338/***************************************************************************
327 * 339 *
328 * BULLET/BALL CODE 340 * BULLET/BALL CODE
329 * 341 *
330 ***************************************************************************/ 342 ***************************************************************************/
331 343
332/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 346 * At least that is what I think this does.
335 */ 347 */
348void
336void explosion(object *op) { 349explosion (object *op)
337 object *tmp; 350{
338 mapstruct *m=op->map; 351 maptile *m = op->map;
339 int i; 352 int i;
340 353
341 if(--(op->duration)<0) { 354 if (--op->duration < 0)
342 remove_ob(op); 355 {
343 free_object(op); 356 op->destroy ();
344 return; 357 return;
345 } 358 }
359
346 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
347 361
348 if(op->range>0) { 362 if (op->range > 0)
363 {
349 for(i=1;i<9;i++) { 364 for (i = 1; i < 9; i++)
365 {
350 sint16 dx,dy; 366 sint16 dx, dy;
351 367
352 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
354 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 372 * out of map, etc.
356 */ 373 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 375 {
359 copy_object(op,tmp); 376 object *tmp = op->clone ();
377
360 tmp->state=0; 378 tmp->state = 0;
361 tmp->speed_left= -0.21; 379 tmp->speed_left = -0.21f;
362 tmp->range--; 380 tmp->range--;
363 tmp->value=0; 381 tmp->value = 0;
364 tmp->x=dx; 382
365 tmp->y=dy; 383 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 384 }
368 } 385 }
369 } 386 }
370} 387}
371
372 388
373/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
375 * explode. 391 * explode.
376 */ 392 */
393void
377void explode_bullet(object *op) 394explode_bullet (object *op)
378{ 395{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 396 object *tmp, *owner;
381 397
382 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 401 op->destroy ();
385 free_object (op); 402 return;
403 }
404
405 if (op->env)
406 {
407 object *env = op->outer_env ();
408
409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
412 op->destroy ();
413 return;
414 }
415
416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
417 }
418 else if (out_of_map (op->map, op->x, op->y))
419 {
420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
421 op->destroy ();
422 return;
423 }
424
425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
426 // NOTE: If this breaks something important: remove this. I can't think of anything
427 // bad at the moment that might happen from this.
428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
429 {
430 op->destroy ();
431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
386 return; 439 return;
387 } 440 }
388 441
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 */ 442 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
428 444
429 copy_owner (tmp, op); 445 tmp->set_owner (op);
430 tmp->skill = op->skill; 446 tmp->skill = op->skill;
431 447
432 owner = get_owner(op); 448 owner = op->owner;
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
434 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
435 remove_ob (op); 454 {
436 free_object (op); 455 op->destroy ();
437 return; 456 return;
438 } 457 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 458
442 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
444 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 463 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 465 tmp->duration = op->duration;
448 } else { 466 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
450 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 477 * the count of the parent should work fine.
456 */ 478 */
457 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
458 } 480 }
459 481
460 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
463 485
464 /* Prevent recursion */ 486 /* Prevent recursion */
465 op->move_on = 0; 487 op->move_on = 0;
466 488
467 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
468 /* remove the firebullet */ 492 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 494}
474
475
476 495
477/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
479 */ 498 */
480 499void
481void check_bullet(object *op) 500check_bullet (object *op)
482{ 501{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 502 object *tmp;
485 int dam, mflags; 503 int dam, mflags;
486 mapstruct *m; 504 maptile *m;
487 sint16 sx, sy; 505 sint16 sx, sy;
488 506
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 508
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 510 return;
493 511
494 if (op->other_arch) { 512 if (op->other_arch)
513 {
495 /* explode object will also remove op */ 514 /* explode object will also remove op */
496 explode_bullet (op); 515 explode_bullet (op);
497 return; 516 return;
498 } 517 }
499 518
500 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
502 522
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
504 { 524 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 526 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
509 || (op->stats.dam -= dam) < 0) 529 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 { 531 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 533 {
513 free_object(op); 534 op->destroy ();
514 return; 535 return;
515 } 536 }
516 } 537 }
517 } 538 }
518 } 539 }
519} 540}
520
521 541
522/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 543 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
526 */ 546 */
527 547void
528void move_bullet(object *op) 548move_bullet (object *op)
529{ 549{
530 sint16 new_x, new_y; 550 sint16 new_x, new_y;
531 int mflags; 551 int mflags;
532 mapstruct *m; 552 maptile *m;
533 553
534#if 0 554#if 0
535 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
536 556
537 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 559 if (op->stats.sp == SP_METEOR)
560 {
540 replace_insert_ob_in_map("fire_trail",op); 561 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
542 return; 563 return;
543 } /* end addition. */ 564 } /* end addition. */
544#endif 565#endif
545 566
546 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 568 if (--op->range <= 0)
569 {
548 if (op->other_arch) { 570 if (op->other_arch)
549 explode_bullet (op); 571 explode_bullet (op);
550 } else { 572 else
551 remove_ob (op); 573 op->destroy ();
552 free_object (op); 574
553 }
554 return; 575 return;
555 } 576 }
556 577
557 new_x = op->x + DIRX(op); 578 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 579 new_y = op->y + DIRY (op);
559 m = op->map; 580 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
561 582
562 if (mflags & P_OUT_OF_MAP) { 583 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 584 {
564 free_object (op); 585 op->destroy ();
565 return; 586 return;
566 } 587 }
567 588
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
590 {
569 if (op->other_arch) { 591 if (op->other_arch)
570 explode_bullet (op); 592 explode_bullet (op);
571 } else { 593 else
572 remove_ob (op); 594 op->destroy ();
573 free_object (op); 595
574 }
575 return; 596 return;
576 } 597 }
577 598
578 remove_ob (op); 599 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; 600 return;
583 601
584 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
585 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 605 update_turn_face (op);
587 } else { 606 }
607 else
588 check_bullet (op); 608 check_bullet (op);
589 }
590} 609}
591
592
593
594 610
595/* fire_bullet 611/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 615 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
601 * pointers. 617 * pointers.
602 */ 618 */
603 619int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
605 object *tmp=NULL; 622 object *tmp = NULL;
606 int mflags; 623 int mflags;
607 624
608 if (!spob->other_arch) 625 if (!spob->other_arch)
609 return 0; 626 return 0;
610 627
611 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
612 if(tmp==NULL) 629 if (!tmp)
613 return 0; 630 return 0;
614 631
615 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
635 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
619 637
620 tmp->range = 50; 638 tmp->range = 50;
621 639
622 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 644
627 tmp->direction=dir; 645 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
630 648
631 set_owner(tmp,op); 649 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
633 651
634 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 654 tmp->map = op->map;
637 655
656 maptile *newmap;
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 659 {
660 tmp->destroy ();
641 return 0; 661 return 0;
642 } 662 }
663
664 tmp->map = newmap;
665
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
667 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 669 {
670 tmp->destroy ();
646 return 0; 671 return 0;
647 } 672 }
673
648 tmp->x=op->x; 674 tmp->x = op->x;
649 tmp->y=op->y; 675 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 676 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 677 tmp->map = op->map;
652 } 678 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 679
680 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 681 check_bullet (tmp);
655 } 682
656 return 1; 683 return 1;
657} 684}
658
659
660
661 685
662/***************************************************************************** 686/*****************************************************************************
663 * 687 *
664 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
665 * 689 *
666 *****************************************************************************/ 690 *****************************************************************************/
667 691
668
669/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
693void
670void cone_drop(object *op) { 694cone_drop (object *op)
695{
671 object *new_ob = arch_to_object(op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
672 697
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 698 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 699 new_ob->set_owner (op->owner);
677 700
678 /* preserve skill ownership */ 701 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 702 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
681 } 704
682 insert_ob_in_map(new_ob,op->map,op,0); 705 new_ob->insert_at (op, op);
683
684} 706}
685 707
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 709
710void
688void move_cone(object *op) { 711move_cone (object *op)
689 int i; 712{
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 714 if (!op->map)
715 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 716 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; 717 op->set_speed (0);
697 update_ob_speed (op); 718 return;
719 }
720
721 /* lava saves it's life, but not yours :) */
722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
723 {
724 hit_map (op, 0, op->attacktype, 0);
725 return;
726 }
727
728#if 0
729 /* Disable this - enabling it makes monsters easier, as
730 * when their cone dies when they die.
731 */
732 /* If no owner left, the spell dies out. */
733 if (op->owner == NULL)
734 {
735 op->destroy ();
736 return;
737 }
738#endif
739
740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
744
745 /* Check to see if we should push anything.
746 * Spell objects with weight push whatever they encounter to some
747 * degree.
748 */
749 if (op->weight)
750 {
751 check_spell_knockback (op);
752
753 if (!op->is_on_map ())
698 return; 754 return;
699 } 755 }
700 756
701 /* lava saves it's life, but not yours :) */ 757 if (op->duration-- < 0)
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 758 {
703 hit_map(op,0,op->attacktype,0); 759 op->destroy ();
704 return; 760 return;
705 } 761 }
706
707#if 0
708 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die.
710 */
711 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) {
713 remove_ob(op);
714 free_object(op);
715 return;
716 }
717#endif
718
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0);
721
722 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some
724 * degree.
725 */
726 if(op->weight) check_spell_knockback(op);
727
728 if (was_destroyed (op, tag))
729 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 }
736 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 763 * any further. When the duration above expires,
738 * then the object will get removed. 764 * then the object will get removed.
739 */ 765 */
740 if (--op->range < 0) { 766 if (--op->range < 0)
767 {
741 op->range=0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
742 return; 769 return;
770 }
771
772 for (int i = -1; i <= 1; i++)
743 } 773 {
774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
744 775
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)) { 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 777 {
751 copy_object(op, tmp); 778 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 779
755 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
756 781
757 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 784
785 op->map->insert (tmp, x, y, op);
786
760 if (tmp->other_arch) cone_drop(tmp); 787 if (tmp->other_arch)
788 cone_drop (tmp);
761 } 789 }
762 } 790 }
763} 791}
764 792
765/* cast_cone: casts a cone spell. 793/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 796 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 797 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 798 * to fire.
771 * returns 0 on failure, 1 on success. 799 * returns 0 on failure, 1 on success.
772 */ 800 */
801int
773int cast_cone(object *op, object *caster,int dir, object *spell) 802cast_cone (object *op, object *caster, int dir, object *spell)
774{ 803{
775 object *tmp; 804 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 805 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 806 maptile *m;
778 sint16 sx, sy; 807 sint16 sx, sy;
779 MoveType movetype; 808 MoveType movetype;
780 809
781 if (!spell->other_arch) return 0; 810 if (!spell->other_arch)
811 return 0;
782 812
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 814 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 816 return 0;
788 } 817 }
789 818
790 if(!dir) { 819 if (!dir)
820 {
791 range_min= 0; 821 range_min = 0;
792 range_max=8; 822 range_max = 8;
793 } 823 }
794 824
795 /* Need to know what the movetype of the object we are about 825 /* 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 826 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 827 * insert it into is blocked.
798 */ 828 */
799 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
800 830
801 for(i=range_min;i<=range_max;i++) { 831 for (i = range_min; i <= range_max; i++)
832 {
802 sint16 x,y, d; 833 sint16 x, y, d;
803 834
804 /* We can't use absdir here, because it never returns 835 /* 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 836 * 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 837 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 838 * to hit that person.
808 */ 839 */
809 d = dir + i; 840 d = dir + i;
810 while (d < 0) d+=8; 841 while (d < 0)
842 d += 8;
811 while (d > 8) d-=8; 843 while (d > 8)
844 d -= 8;
812 845
813 /* If it's not a rune, we don't want to blast the caster. 846 /* 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, 847 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 848 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 849 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 850 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 851 * for the rune code.
819 */ 852 */
820 if (caster->type != RUNE && d==0) { 853 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 854 {
824 855 if (dir != 0)
825 x = op->x+freearr_x[d]; 856 d = 8;
826 y = op->y+freearr_y[d]; 857 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 858 continue;
859 }
830 860
861 x = op->x + freearr_x[d];
862 y = op->y + freearr_y[d];
863
864 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
865 continue;
866
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 868 continue;
833 869
834 success=1; 870 success = 1;
835 tmp=arch_to_object(spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 872 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 875 tmp->attacktype = spell->attacktype;
842 876
843 /* holy word stuff */ 877 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 879 if (!tailor_god_spell (tmp, op))
846 } 880 return 0;
847 881
848 if(dir) 882 if (dir)
849 tmp->stats.sp=dir; 883 tmp->stats.sp = dir;
850 else 884 else
851 tmp->stats.sp=i; 885 tmp->stats.sp = i;
852 886
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 887 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 888
855 /* If casting it in all directions, it doesn't go as far */ 889 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 890 if (dir == 0)
891 {
857 tmp->range /= 4; 892 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 893 if (tmp->range < 2 && spell->range >= 2)
894 tmp->range = 2;
859 } 895 }
896
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 897 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 898 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 899
863 /* Special bonus for fear attacks */ 900 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 901 if (tmp->attacktype & AT_FEAR)
902 {
903 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 904 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 905 else
867 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
868 } 907 }
908
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 909 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
910 {
911 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 912 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 913 else
872 tmp->duration += caster->level/3; 914 tmp->duration += caster->level / 3;
873 } 915 }
874 916
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 &spell->other_arch->name);
879 919
880 if (!tmp->move_on && tmp->stats.dam) { 920 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 921 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);
886 922
923 m->insert (tmp, sx, sy, op);
924
887 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 926 * a single space too many times.
889 */ 927 */
890 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
891 929
892 if(tmp->other_arch) cone_drop(tmp); 930 if (tmp->other_arch)
931 cone_drop (tmp);
893 } 932 }
933
894 return success; 934 return success;
895} 935}
896 936
897/**************************************************************************** 937/****************************************************************************
898 * 938 *
899 * BOMB related code 939 * BOMB related code
900 * 940 *
901 ****************************************************************************/ 941 ****************************************************************************/
902 942
903
904/* This handles an exploding bomb. 943/* This handles an exploding bomb.
905 * op is the original bomb object. 944 * op is the original bomb object.
906 */ 945 */
946void
907void animate_bomb(object *op) { 947animate_bomb (object *op)
908 int i; 948{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return;
951
952 object *env = op->outer_env ();
953
954 if (op->env)
955 {
956 if (env->map == NULL)
913 return; 957 return;
914 958
915 959 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; 960 return;
940 } 961 }
941 962
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
967 {
968 op->destroy ();
969 return;
970 }
971
942 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 974 * so just set up the appropriate values.
945 */ 975 */
946 at = find_archetype(SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 977 {
948 for(i=1;i<9;i++) { 978 for (int i = 1; i < 9; i++)
979 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 981 continue;
982
951 tmp = arch_to_object(at); 983 object *tmp = arch_to_object (at);
952 tmp->direction = i; 984 tmp->direction = i;
953 tmp->range = op->range; 985 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 987 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 989 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 990 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 991 tmp->skill = op->skill;
960 } 992
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 994 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 995
964 tmp->y = op->y + freearr_x[i]; 996 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); 997 move_bullet (tmp);
967 } 998 }
968 } 999 }
969 1000
970 explode_bullet(op); 1001 explode_bullet (op);
971} 1002}
972 1003
1004int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1005create_bomb (object *op, object *caster, int dir, object *spell)
974 1006{
975 object *tmp; 1007 object *tmp;
976 int mflags; 1008 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1010 maptile *m;
979 1011
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1012 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)) { 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1016 return 0;
984 } 1017 }
1018
985 tmp=arch_to_object(spell->other_arch); 1019 tmp = arch_to_object (spell->other_arch);
986 1020
987 /* level dependencies for bomb */ 1021 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1023 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1024 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1025 tmp->attacktype = spell->attacktype;
992 1026
993 set_owner(tmp,op); 1027 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1028 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1029
996 tmp->y=dy; 1030 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1031 return 1;
999} 1032}
1000 1033
1001/**************************************************************************** 1034/****************************************************************************
1002 * 1035 *
1003 * smite related spell code. 1036 * smite related spell code.
1011 * dir is the direction to look in. 1044 * dir is the direction to look in.
1012 * range is how far out to look. 1045 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1046 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1047 * this info is used for blocked magic/unholy spaces.
1015 */ 1048 */
1016 1049object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1050get_pointed_target (object *op, int dir, int range, int type)
1051{
1018 object *target; 1052 object *target;
1019 sint16 x,y; 1053 sint16 x, y;
1020 int dist, mflags; 1054 int dist, mflags;
1021 mapstruct *mp; 1055 maptile *mp;
1022 1056
1023 if (dir==0) return NULL; 1057 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; 1058 return NULL;
1045}
1046 1059
1060 for (dist = 1; dist < range; dist++)
1061 {
1062 x = op->x + freearr_x[dir] * dist;
1063 y = op->y + freearr_y[dir] * dist;
1064 mp = op->map;
1065 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1066
1067 if (mflags & P_OUT_OF_MAP)
1068 return NULL;
1069 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1070 return NULL;
1071 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1072 return NULL;
1073 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1074 return NULL;
1075
1076 if (mflags & P_IS_ALIVE)
1077 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1078 if (QUERY_FLAG (target, FLAG_MONSTER))
1079 return target;
1080 }
1081
1082 return NULL;
1083}
1047 1084
1048/* cast_smite_arch() - the priest points to a creature and causes 1085/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1086 * a 'godly curse' to decend.
1050 * usual params - 1087 * usual params -
1051 * op = player 1088 * op = player
1052 * caster = object casting the spell. 1089 * caster = object casting the spell.
1053 * dir = direction being cast 1090 * dir = direction being cast
1054 * spell = spell object 1091 * spell = spell object
1055 */ 1092 */
1056 1093int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1094cast_smite_spell (object *op, object *caster, int dir, object *spell)
1095{
1058 object *effect, *target; 1096 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1097 object *god = find_god (determine_god (op));
1060 int range; 1098 int range;
1061 1099
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1100 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1101 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1102
1065 /* Bunch of conditions for casting this spell. Note that only 1103 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1104 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1105 * 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 1106 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1107 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1108 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1109 * can't be friendly to your god.
1072 */ 1110 */
1073 1111
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1112 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1113 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1114 || (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))) { 1115 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1116 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1117 return 0;
1080 } 1118 }
1081 1119
1082 if (spell->other_arch) 1120 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1121 effect = arch_to_object (spell->other_arch);
1084 else 1122 else
1085 return 0; 1123 return 0;
1086 1124
1087 /* tailor the effect by priest level and worshipped God */ 1125 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1126 effect->level = casting_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1127 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1129 {
1091 if(tailor_god_spell(effect,op)) 1130 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1131 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 { 1132 else
1133 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1135 return 0;
1097 } 1136 }
1098 } 1137 }
1099 1138
1100 /* size of the area of destruction */ 1139 /* size of the area of destruction */
1101 effect->range=spell->range + 1140 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1141 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1142
1106 if (effect->attacktype & AT_DEATH) { 1143 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1144 {
1108 SP_level_dam_adjust(caster,spell); 1145 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1146
1110 /* casting death spells at undead isn't a good thing */ 1147 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1148 if (QUERY_FLAG (target, FLAG_UNDEAD))
1149 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1150 if (random_roll (0, 2, op, PREFER_LOW))
1151 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1153 effect->x = op->x;
1115 effect->y=op->y; 1154 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 } 1155 }
1156 else
1157 {
1158 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1159 target->stats.hp = target->stats.maxhp * 2;
1160 effect->destroy ();
1161 return 0;
1123 } 1162 }
1124 } else { 1163 }
1164 }
1165 else
1166 {
1125 /* how much woe to inflict :) */ 1167 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1168 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1169 }
1129 1170
1130 set_owner(effect,op); 1171 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1172 set_spell_skill (op, caster, spell, effect);
1132 1173
1133 /* ok, tell it where to be, and insert! */ 1174 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1175 effect->insert_at (target, op);
1135 effect->y=target->y; 1176
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1177 return 1;
1139} 1178}
1140
1141 1179
1142/**************************************************************************** 1180/****************************************************************************
1143 * 1181 *
1144 * MAGIC MISSILE code. 1182 * MAGIC MISSILE code.
1145 * note that the fire_bullet is used to fire the missile. The 1183 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1184 * code here is just to move the missile.
1147 ****************************************************************************/ 1185 ****************************************************************************/
1148 1186
1149/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1188void
1150void move_missile(object *op) { 1189move_missile (object *op)
1151 int i, mflags; 1190{
1152 object *owner;
1153 sint16 new_x, new_y;
1154 mapstruct *m;
1155
1156 if (op->range-- <=0) { 1191 if (op->range-- <= 0)
1157 remove_ob(op); 1192 {
1158 free_object(op); 1193 op->drop_and_destroy ();
1159 return; 1194 return;
1195 }
1196
1197 mapxy pos (op);
1198 pos.move (op->direction);
1199
1200 if (!pos.normalise ())
1160 } 1201 {
1161 1202 op->destroy ();
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; 1203 return;
1204 }
1205
1206 mapspace &ms = pos.ms ();
1207
1208 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1171 } 1209 {
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); 1210 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1211 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1212 * we need to remove it if someone hasn't already done so.
1185 */ 1213 */
1186 if ( ! was_destroyed (op, tag)) { 1214 op->destroy ();
1187 remove_ob (op);
1188 free_object(op);
1189 }
1190 return; 1215 return;
1216 }
1217
1218 if (!op->direction)
1191 } 1219 {
1192 1220 op->destroy ();
1193 remove_ob(op);
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1195 free_object(op);
1196 return; 1221 return;
1197 } 1222 }
1198 op->x = new_x; 1223
1199 op->y = new_y; 1224 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){ 1225 if (i > 0 && i != op->direction)
1226 {
1203 op->direction=i; 1227 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1228 SET_ANIMATION (op, op->direction);
1205 } 1229 }
1206 insert_ob_in_map(op,op->map,op,0); 1230
1231 pos.insert (op, op);
1207} 1232}
1208 1233
1209/**************************************************************************** 1234/****************************************************************************
1210 * Destruction 1235 * Destruction
1211 ****************************************************************************/ 1236 ****************************************************************************/
1237
1212/* make_object_glow() - currently only makes living objects glow. 1238/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1239 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1240 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1241 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1242 * give them the capability to have an inventory. b.t.
1217 */ 1243 */
1218 1244int
1219int make_object_glow(object *op, int radius, int time) { 1245make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1246{
1221
1222 /* some things are unaffected... */ 1247 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1248 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1249 return 0;
1225 1250
1226 tmp=get_archetype(FORCE_NAME); 1251 object *tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1252 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1253 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1254 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1255 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1256 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1257 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1258
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); 1259 tmp = insert_ob_in_ob (tmp, op);
1260
1238 if (tmp->glow_radius > op->glow_radius) 1261 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1262 op->glow_radius = tmp->glow_radius;
1240 1263
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; 1264 return 1;
1247} 1265}
1248 1266
1249 1267int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1268cast_destruction (object *op, object *caster, object *spell_ob)
1269{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1270 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1271 sint16 sx, sy;
1255 mapstruct *m; 1272 maptile *m;
1256 object *tmp; 1273 object *tmp;
1257 const char *skill; 1274 const char *skill;
1258 1275
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1276 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1277 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1278 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1279 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1280 friendly = 1;
1263 1281
1264 /* destruction doesn't use another spell object, so we need 1282 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1283 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1284 * 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 1285 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1286 * the full share string/free_string route.
1269 */ 1287 */
1270 skill = op->skill; 1288 skill = op->skill;
1289 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1290 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1291 else if (caster->skill)
1292 op->skill = caster->skill;
1293 else
1273 else op->skill = NULL; 1294 op->skill = NULL;
1274 1295
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1296 op->change_skill (find_skill_by_name (op, op->skill));
1276 1297
1277 for(i= -range; i<range; i++) { 1298 for (i = -range; i <= range; i++)
1299 {
1278 for(j=-range; j<range ; j++) { 1300 for (j = -range; j <= range; j++)
1301 {
1279 m = op->map; 1302 m = op->map;
1280 sx = op->x + i; 1303 sx = op->x + i;
1281 sy = op->y + j; 1304 sy = op->y + j;
1305
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1306 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1307 if (mflags & P_OUT_OF_MAP)
1308 continue;
1309
1284 if (mflags & P_IS_ALIVE) { 1310 if (mflags & P_IS_ALIVE)
1311 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1312 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1313 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1314 break;
1315
1316 if (tmp)
1287 } 1317 {
1288 if (tmp) { 1318 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1319 tmp = tmp->head;
1290 1320
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1321 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1323 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1324 if (spell_ob->subtype == SP_DESTRUCTION)
1325 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327
1295 if (spell_ob->other_arch) { 1328 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1329 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 } 1330 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1331 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1332 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1333 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1334 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 } 1335 }
1311 } 1336 }
1312 } 1337 }
1313 } 1338 }
1314 } 1339 }
1315 } 1340 }
1341
1316 op->skill = skill; 1342 op->skill = skill;
1317 return 1; 1343 return 1;
1318} 1344}
1319 1345
1320/*************************************************************************** 1346/***************************************************************************
1321 * 1347 *
1322 * CURSE 1348 * CURSE
1323 * 1349 *
1324 ***************************************************************************/ 1350 ***************************************************************************/
1325 1351
1352int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1353cast_curse (object *op, object *caster, object *spell_ob, int dir)
1354{
1327 object *god = find_god(determine_god(op)); 1355 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1356 object *tmp, *force;
1329 1357
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1358 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1359 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1360 {
1334 "There is no one in that direction to curse."); 1361 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1362 return 0;
1336 } 1363 }
1337 1364
1365 tmp = tmp->head_ ();
1366
1338 /* If we've already got a force of this type, don't add a new one. */ 1367 /* 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) { 1368 for (force = tmp->inv; force; force = force->below)
1369 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1370 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1371 {
1341 if (force->name == spell_ob->name) { 1372 if (force->name == spell_ob->name)
1373 {
1342 break; 1374 break;
1343 } 1375 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1376 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1377 {
1346 "You can not cast %s while %s is in effect", 1378 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; 1379 return 0;
1349 } 1380 }
1350 } 1381 }
1351 } 1382 }
1352 1383
1353 if(force==NULL) { 1384 if (!force)
1385 {
1354 force=get_archetype(FORCE_NAME); 1386 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1387 force->subtype = FORCE_CHANGE_ABILITY;
1388
1356 if (spell_ob->race) 1389 if (spell_ob->race)
1357 force->name = spell_ob->race; 1390 force->name = spell_ob->race;
1358 else 1391 else
1359 force->name = spell_ob->name; 1392 force->name = spell_ob->name;
1360 1393
1361 force->name_pl = spell_ob->name; 1394 force->name_pl = spell_ob->name;
1362 1395
1363 } else { 1396 }
1397 else
1398 {
1364 int duration; 1399 int duration;
1365 1400
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1401 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1402 if (duration > force->duration)
1403 {
1368 force->duration = duration; 1404 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1406 }
1370 } else { 1407 else
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1408 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1409
1373 return 1; 1410 return 1;
1374 } 1411 }
1412
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1413 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1414 force->speed = 1.f;
1377 force->speed_left = -1.0; 1415 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1416 SET_FLAG (force, FLAG_APPLIED);
1379 1417
1380 if(god) { 1418 if (god)
1419 {
1381 if (spell_ob->last_grace) 1420 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1421 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1422 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1423 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1424 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); 1425 }
1387 } else 1426 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1427 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1428
1390 1429
1391 if(tmp!=op && op->type==PLAYER) 1430 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1431 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1432
1394 force->stats.ac = spell_ob->stats.ac; 1433 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1434 force->stats.wc = spell_ob->stats.wc;
1396 1435
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1436 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1437 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1438 tmp->update_stats ();
1400 return 1; 1439 return 1;
1401 1440
1402} 1441}
1403
1404 1442
1405/********************************************************************** 1443/**********************************************************************
1406 * mood change 1444 * mood change
1407 * Arguably, this may or may not be an attack spell. But since it 1445 * 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 1446 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1447 ***********************************************************************/
1410 1448
1411/* This covers the various spells that change the moods of monsters - 1449/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1450 * makes them angry, peacful, friendly, etc.
1413 */ 1451 */
1452int
1414int mood_change(object *op, object *caster, object *spell) { 1453mood_change (object *op, object *caster, object *spell)
1454{
1415 object *tmp, *god, *head; 1455 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1456 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1457 sint16 x, y, nx, ny;
1418 mapstruct *m; 1458 maptile *m;
1419 const char *race; 1459 const char *race;
1420 1460
1421 /* We precompute some values here so that we don't have to keep 1461 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1462 * doing it over and over again.
1423 */ 1463 */
1424 god=find_god(determine_god(op)); 1464 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1465 level = casting_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1466 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1467
1428 /* On the bright side, no monster should ever have a race of GOD_... 1468 /* 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 1469 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1470 * won't ever match anything.
1431 */ 1471 */
1432 if (!spell->race) race=NULL; 1472 if (!spell->race)
1473 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1474 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1475 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1476 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1477 race = god->race;
1478 else
1435 else race = spell->race; 1479 race = spell->race;
1436
1437 1480
1438 for (x = op->x - range; x <= op->x + range; x++) 1481 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1482 for (y = op->y - range; y <= op->y + range; y++)
1440 1483 {
1441 done_one=0; 1484 done_one = 0;
1442 m = op->map; 1485 m = op->map;
1443 nx = x; 1486 nx = x;
1444 ny = y; 1487 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1488 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1489 if (mflags & P_OUT_OF_MAP)
1490 continue;
1447 1491
1448 /* If there is nothing living on this space, no need to go further */ 1492 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1493 if (!(mflags & P_IS_ALIVE))
1494 continue;
1450 1495
1496 // players can only affect spaces that they can actually see
1497 if (caster && caster->contr
1498 && caster->contr->visibility_at (m, nx, ny) < 70)
1499 continue;
1500
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1501 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1502 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1503 break;
1453 1504
1454 /* There can be living objects that are not monsters */ 1505 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1506 if (!tmp || tmp->type == PLAYER)
1507 continue;
1456 1508
1457 /* Only the head has meaningful data, so resolve to that */ 1509 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1510 if (tmp->head)
1511 head = tmp->head;
1512 else
1459 else head=tmp; 1513 head = tmp;
1460 1514
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1515 /* 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; 1516 if (race && head->race && !strstr (race, head->race))
1517 continue;
1518
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1519 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1520 continue;
1464 1521
1465 /* Now do a bunch of stuff related to saving throws */ 1522 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1523 best_at = -1;
1467 if (spell->attacktype) { 1524 if (spell->attacktype)
1525 {
1468 for (at=0; at < NROFATTACKS; at++) 1526 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1527 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1528 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1529 best_at = at;
1471 1530
1472 if (best_at == -1) at=0; 1531 if (best_at == -1)
1532 at = 0;
1533 else
1534 {
1535 if (head->resist[best_at] == 100)
1536 continue;
1473 else { 1537 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1538 at = head->resist[best_at] / 5;
1476 } 1539 }
1477 at -= level / 5; 1540 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1541 if (did_make_save (head, head->level, at))
1542 continue;
1479 } 1543 }
1480 else /* spell->attacktype */ 1544 else /* spell->attacktype */
1545 {
1481 /* 1546 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1547 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1548 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1549 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1550
1486 The chance will then be in the range [20-70] percent, not too bad. 1551 The chance will then be in the range [20-70] percent, not too bad.
1487 1552
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1553 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1554 charm a level 125 monster...
1490 1555
1491 Ryo, august 14th 1556 Ryo, august 14th
1492 */ 1557 */
1493 {
1494 if ( head->level > level ) continue; 1558 if (head->level > level)
1559 continue;
1560
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1561 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1562 /* Failed, no effect */
1497 continue; 1563 continue;
1498 } 1564 }
1499 1565
1500 /* Done with saving throw. Now start effecting the monster */ 1566 /* Done with saving throw. Now start affecting the monster */
1501 1567
1502 /* aggravation */ 1568 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1569 if (QUERY_FLAG (spell, FLAG_MONSTER))
1570 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1571 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1572 remove_friendly_object (head);
1507
1508 done_one = 1; 1573 done_one = 1;
1509 head->enemy = op; 1574 head->enemy = op;
1510 } 1575 }
1511 1576
1512 /* calm monsters */ 1577 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1578 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1579 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1580 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1581 head->enemy = NULL;
1516 done_one = 1; 1582 done_one = 1;
1517 } 1583 }
1518 1584
1519 /* berserk monsters */ 1585 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1586 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1587 {
1521 SET_FLAG(head, FLAG_BERSERK); 1588 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1589 done_one = 1;
1523 } 1590 }
1591
1524 /* charm */ 1592 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1593 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1594 {
1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1597 /* Prevent uncontrolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1598 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. */ 1599 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1600 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1601 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1602 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1603 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1604 head->attack_movement = PETMOVE;
1535 done_one = 1; 1605 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1606 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1607 head->stats.exp = 0;
1538 } 1608 }
1539 1609
1540 /* If a monster was effected, put an effect in */ 1610 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1611 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1612 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1613 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1614
1549 return 1; 1615 return 1;
1550} 1616}
1551 1617
1552 1618
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1619/* 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 1620 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1621 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1622 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1623 * note that duration is handled by process_object() in time.c
1558 */ 1624 */
1559 1625void
1560void move_ball_spell(object *op) { 1626move_ball_spell (object *op)
1627{
1561 int i,j,dam_save,dir, mflags; 1628 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1629 sint16 nx, ny, hx, hy;
1563 object *owner; 1630 object *owner;
1564 mapstruct *m; 1631 maptile *m;
1565 1632
1566 owner = get_owner(op); 1633 owner = op->owner;
1567 1634
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1635 /* 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 1636 * 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 1637 * 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 1638 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1639 * deviations.
1573 */ 1640 */
1574 1641
1575 dir = 0; 1642 dir = 0;
1576 if(!(rndm(0, 3))) 1643 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1644 j = rndm (0, 1);
1578 else j=0; 1645 else
1646 j = 0;
1579 1647
1580 for(i = 1; i < 9; i++) { 1648 for (i = 1; i < 9; i++)
1649 {
1581 /* i bit 0: alters sign of offset 1650 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1651 * other bits (i / 2): absolute value of offset
1583 */ 1652 */
1584 1653
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1654 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1655 int tmpdir = absdir (op->direction + offset);
1587 1656
1588 nx = op->x + freearr_x[tmpdir]; 1657 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1658 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1659 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)))) { 1660 {
1592 dir = tmpdir; 1661 dir = tmpdir;
1593 break; 1662 break;
1594 } 1663 }
1595 } 1664 }
1596 if (dir == 0) { 1665 if (dir == 0)
1666 {
1597 nx = op->x; 1667 nx = op->x;
1598 ny = op->y; 1668 ny = op->y;
1599 m = op->map; 1669 m = op->map;
1600 } 1670 }
1601 1671
1602 remove_ob(op); 1672 m->insert (op, nx, ny, op);
1603 op->y=ny; 1673
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 1674 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1675 surrounding squares */
1609 1676
1610 /* loop over current square and neighbors to hit. 1677 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1678 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1679 * the surround spaces.
1613 */ 1680 */
1614 for(j=0;j<9;j++) { 1681 for (j = 0; j < 9; j++)
1615 object *new_ob; 1682 {
1616
1617 hx = nx+freearr_x[j]; 1683 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1684 hy = ny + freearr_y[j];
1619 1685
1620 m = op->map; 1686 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1687 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1688
1623 if (mflags & P_OUT_OF_MAP) continue; 1689 if (mflags & P_OUT_OF_MAP)
1690 continue;
1624 1691
1625 /* first, don't ever, ever hit the owner. Don't hit out 1692 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1693 * of the map either.
1627 */ 1694 */
1628 1695
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1696 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1697 {
1698 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1699 op->stats.dam = dam_save / 2;
1700
1631 hit_map(op,j,op->attacktype,1); 1701 hit_map (op, j, op->attacktype, 1);
1632
1633 } 1702 }
1634 1703
1635 /* insert the other arch */ 1704 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1705 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); 1706 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 } 1707 }
1643 1708
1644 /* restore to the center location and damage*/ 1709 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1710 op->stats.dam = dam_save;
1646 1711
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1712 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1713
1649 if(i>=0) { /* we have a preferred direction! */ 1714 if (i >= 0)
1715 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1716 /* 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 || 1717 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))) { 1718 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1719 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1720
1655 op->direction=i; 1721 op->direction = i;
1656 } 1722 }
1657} 1723}
1658 1724
1659
1660/* move_swarm_spell: peterm 1725/* move_swarm_spell: peterm
1661 * This is an implementation of the swarm spell. It was written for 1726 * 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 1727 * 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 1728 * 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 1729 * 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. 1730 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1731 */
1667 1732void
1668void move_swarm_spell(object *op) 1733move_swarm_spell (object *op)
1669{ 1734{
1670 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1671 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1672 sint16 target_x, target_y, origin_x, origin_y;
1673 int basedir, adjustdir;
1674 mapstruct *m;
1675 object *owner;
1676
1677 owner = get_owner(op);
1678 if(op->duration == 0 || owner == NULL) {
1679 remove_ob(op);
1680 free_object(op);
1681 return;
1682 }
1683 op->duration--;
1684
1685 basedir = op->direction;
1686 if(basedir == 0) {
1687 /* spray in all directions! 8) */
1688 basedir = rndm(1, 8);
1689 }
1690
1691#if 0 1735#if 0
1692 // this is bogus: it causes wrong places to be checked below 1736 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1693 // (a wall 2 cells away will block the effect...) and 1737 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1694 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1738 sint16 target_x, target_y, origin_x, origin_y;
1695 // space. 1739 int adjustdir;
1696 // should be fixed later, but correctness before featurs... 1740 maptile *m;
1697 // (schmorp)
1698
1699 /* new offset calculation to make swarm element distribution
1700 * more uniform
1701 */
1702 if(op->duration) {
1703 if(basedir & 1) {
1704 adjustdir = cardinal_adjust[rndm(0, 8)];
1705 } else {
1706 adjustdir = diagonal_adjust[rndm(0, 9)];
1707 }
1708 } else {
1709 adjustdir = 0; /* fire the last one from forward. */
1710 }
1711
1712 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1713 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1714
1715 /* back up one space so we can hit point-blank targets, but this
1716 * necessitates extra out_of_map check below
1717 */
1718 origin_x = target_x - freearr_x[basedir];
1719 origin_y = target_y - freearr_y[basedir];
1720
1721
1722 /* spell pointer is set up for the spell this casts. Since this
1723 * should just be a pointer to the spell in some inventory,
1724 * it is unlikely to disappear by the time we need it. However,
1725 * do some sanity checking anyways.
1726 */
1727
1728 if (op->spell && op->spell->type == SPELL &&
1729 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1730 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1731
1732 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1737 }
1738#endif 1741#endif
1742 object *owner = op->env;
1739 1743
1744 if (!owner) // MUST not happen, remove when true TODO
1745 {
1746 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1747 op->destroy ();
1748 return;
1749 }
1750
1751 if (!op->duration || !owner->is_on_map ())
1752 {
1753 op->drop_and_destroy ();
1754 return;
1755 }
1756
1757 op->duration--;
1758
1759 int basedir = op->direction;
1760 if (!basedir)
1761 {
1762 /* spray in all directions! 8) */
1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1765 }
1766
1767#if 0
1768 // this is bogus: it causes wrong places to be checked below
1769 // (a wall 2 cells away will block the effect...) and
1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1771 // space.
1772 // should be fixed later, but correctness before features...
1773 // (schmorp)
1774
1775 /* new offset calculation to make swarm element distribution
1776 * more uniform
1777 */
1778 if (op->duration)
1779 {
1780 if (basedir & 1)
1781 {
1782 adjustdir = cardinal_adjust[rndm (0, 8)];
1783 }
1784 else
1785 {
1786 adjustdir = diagonal_adjust[rndm (0, 9)];
1787 }
1788 }
1789 else
1790 {
1791 adjustdir = 0; /* fire the last one from forward. */
1792 }
1793
1794 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1795 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1796
1797 /* back up one space so we can hit point-blank targets, but this
1798 * necessitates extra out_of_map check below
1799 */
1800 origin_x = target_x - freearr_x[basedir];
1801 origin_y = target_y - freearr_y[basedir];
1802
1803
1740 /* 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
1741 * should just be a pointer to the spell in some inventory, 1805 * should just be a pointer to the spell in some inventory,
1742 * 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,
1743 * do some sanity checking anyways. 1807 * do some sanity checking anyways.
1744 */ 1808 */
1745 1809
1746 if (op->spell && op->spell->type == SPELL) 1810 if (op->spell && op->spell->type == SPELL &&
1811 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1812 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1747 { 1813 {
1814
1748 /* 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 */
1749 if (op->spell->subtype == SP_BULLET) 1816 if (op->spell->subtype == SP_BULLET)
1750 fire_bullet(owner, op, basedir, op->spell); 1817 fire_bullet (owner, op, basedir, op->spell);
1751 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1818 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1819 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1820 }
1821#endif
1822
1823 /* spell pointer is set up for the spell this casts. Since this
1824 * should just be a pointer to the spell in some inventory,
1825 * it is unlikely to disappear by the time we need it. However,
1826 * do some sanity checking anyways.
1827 */
1828
1829 if (op->spell && op->spell->type == SPELL)
1830 {
1831 /* Bullet spells have a bunch more customization that needs to be done */
1832 if (op->spell->subtype == SP_BULLET)
1833 fire_bullet (owner, op, basedir, op->spell);
1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1752 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);
1753 } 1836 }
1754} 1837}
1755
1756
1757
1758 1838
1759/* fire_swarm: 1839/* fire_swarm:
1760 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1761 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1762 * the parts of the swarm. 1842 * the parts of the swarm.
1765 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1766 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1767 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1768 * n: the number to be fired. 1848 * n: the number to be fired.
1769 */ 1849 */
1770 1850int
1771int fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1772{ 1852{
1773 object *tmp;
1774 int i;
1775
1776 if (!spell->other_arch) return 0; 1853 if (!spell->other_arch)
1854 return 0;
1777 1855
1778 tmp=get_archetype(SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1779 tmp->x=op->x; 1857
1780 tmp->y=op->y;
1781 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1782 set_spell_skill(op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1783
1784 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. */
1785 tmp->spell = arch_to_object(spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1786
1787 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1788 1862
1789 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1790 if ( ! tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1791 return 1; 1865 return 1;
1792 } 1866
1793 tmp->duration = SP_level_duration_adjust(caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1794 for (i=0; i< spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1795 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1796 1870
1797 tmp->direction=dir;
1798 tmp->invisible=1; 1871 tmp->invisible = 1;
1799 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
1800 return 1; 1879 return 1;
1801} 1880}
1802
1803 1881
1804/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1805 * function. 1883 * function.
1806 */ 1884 */
1885int
1807int cast_light(object *op,object *caster,object *spell, int dir) { 1886cast_light (object *op, object *caster, object *spell, int dir)
1887{
1808 object *target=NULL,*tmp=NULL; 1888 object *target = NULL, *tmp = NULL;
1809 sint16 x,y; 1889 sint16 x, y;
1810 int dam, mflags; 1890 int dam, mflags;
1811 mapstruct *m; 1891 maptile *m;
1812 1892
1813 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 1894
1815 if(!dir) { 1895 if (!dir)
1896 {
1816 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1817 return 0; 1898 return 0;
1818 } 1899 }
1819 1900
1820 x=op->x+freearr_x[dir]; 1901 x = op->x + freearr_x[dir];
1821 y=op->y+freearr_y[dir]; 1902 y = op->y + freearr_y[dir];
1822 m = op->map; 1903 m = op->map;
1823 1904
1824 mflags = get_map_flags(m, &m, x, y, &x, &y); 1905 mflags = get_map_flags (m, &m, x, y, &x, &y);
1825 1906
1826 if (mflags & P_OUT_OF_MAP) { 1907 if (mflags & P_OUT_OF_MAP)
1908 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1828 return 0; 1910 return 0;
1829 } 1911 }
1830 1912
1831 if (mflags & P_IS_ALIVE && spell->attacktype) { 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
1914 {
1832 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)
1833 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 {
1834 /* 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)
1835 if(target->head) target = target->head; 1920 target = target->head;
1921
1836 (void) hit_player(target,dam,op,spell->attacktype,1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1837 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1838 } 1924 }
1839 } 1925 }
1840 1926
1841 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1842 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 {
1843 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.");
1844 return 0; 1931 return 0;
1845 } 1932 }
1846 1933
1847 /* 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 */
1848 tmp=arch_to_object(spell->other_arch); 1935 tmp = arch_to_object (spell->other_arch);
1849 if(!tmp) { 1936 if (!tmp)
1937 {
1850 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1851 return 0; 1939 return 0;
1852 } 1940 }
1853 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1854 if (tmp->glow_radius) { 1942 if (tmp->glow_radius)
1943 {
1855 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1856 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;
1857 } 1947 }
1858 tmp->x=x; 1948
1859 tmp->y=y; 1949 m->insert (tmp, x, y, op);
1860 insert_ob_in_map(tmp,m,op,0);
1861 return 1; 1950 return 1;
1862} 1951}
1863
1864
1865
1866 1952
1867/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1868 * player and infects someone. 1954 * player and infects someone.
1869 * 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
1870 * 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
1871 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1872 */ 1958 */
1873 1959int
1874int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
1961{
1875 sint16 x,y; 1962 sint16 x, y;
1876 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
1877 object *walk; 1964 object *walk;
1878 mapstruct *m; 1965 maptile *m;
1879 1966
1880 x = op->x; 1967 x = op->x;
1881 y = op->y; 1968 y = op->y;
1882 1969
1883 /* 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
1884 * direction the player is pointing. 1971 * direction the player is pointing.
1885 */ 1972 */
1973 if (!dir)
1886 if (!dir) dir=op->facing; 1974 dir = op->facing;
1975
1976 if (!dir)
1887 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 */
1888 1978
1889 /* Calculate these once here */ 1979 /* Calculate these once here */
1890 range = spell->range + SP_level_range_adjust(caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
1891 dam_mod = SP_level_dam_adjust(caster, spell); 1981 dam_mod = SP_level_dam_adjust (caster, spell);
1892 dur_mod = SP_level_duration_adjust(caster, spell); 1982 dur_mod = SP_level_duration_adjust (caster, spell);
1893 1983
1894 /* search in a line for a victim */ 1984 /* search in a line for a victim */
1895 for(i=1; i<range; i++) { 1985 for (i = 1; i < range; i++)
1986 {
1896 x = op->x + i * freearr_x[dir]; 1987 x = op->x + i * freearr_x[dir];
1897 y = op->y + i * freearr_y[dir]; 1988 y = op->y + i * freearr_y[dir];
1898 m = op->map; 1989 m = op->map;
1899 1990
1900 mflags = get_map_flags(m, &m, x, y, &x, &y); 1991 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1992
1902 if (mflags & P_OUT_OF_MAP) return 0; 1993 if (mflags & P_OUT_OF_MAP)
1994 return 0;
1903 1995
1904 /* don't go through walls - presume diseases are airborne */ 1996 /* don't go through walls - presume diseases are airborne */
1905 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;
1906 1999
1907 /* 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 */
1908 if (mflags & P_IS_ALIVE) { 2001 if (mflags & P_IS_ALIVE)
2002 {
1909 /* search this square for a victim */ 2003 /* search this square for a victim */
1910 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)
1911 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 */
1912 object *disease = arch_to_object(spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
1913 2008
1914 set_owner(disease,op); 2009 disease->set_owner (op);
1915 set_spell_skill(op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
1916 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
1917 disease->level = caster_level(caster, spell); 2012 disease->level = casting_level (caster, spell);
1918 2013
1919 /* do level adjustments */ 2014 /* do level adjustments */
1920 if(disease->stats.wc) 2015 if (disease->stats.wc)
1921 disease->stats.wc += dur_mod/2; 2016 disease->stats.wc += dur_mod / 2;
1922 2017
1923 if(disease->magic> 0) 2018 if (disease->magic > 0)
1924 disease->magic += dur_mod/4; 2019 disease->magic += dur_mod / 8;
1925 2020
1926 if(disease->stats.maxhp>0) 2021 if (disease->stats.maxhp > 0)
1927 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
1928 2023
1929 if(disease->stats.maxgrace>0) 2024 if (disease->stats.maxgrace > 0)
1930 disease->stats.maxgrace += dur_mod; 2025 disease->stats.maxgrace += dur_mod;
1931 2026
1932 if(disease->stats.dam) { 2027 if (disease->stats.dam)
1933 if(disease->stats.dam > 0)
1934 disease->stats.dam += dam_mod;
1935 else disease->stats.dam -= dam_mod;
1936 }
1937
1938 if(disease->last_sp) {
1939 disease->last_sp -= 2*dam_mod;
1940 if(disease->last_sp <1) disease->last_sp = 1;
1941 }
1942
1943 if(disease->stats.maxsp) {
1944 if(disease->stats.maxsp > 0)
1945 disease->stats.maxsp += dam_mod;
1946 else disease->stats.maxsp -= dam_mod;
1947 }
1948 2028 {
1949 if(disease->stats.ac) 2029 if (disease->stats.dam > 0)
1950 disease->stats.ac += dam_mod; 2030 disease->stats.dam += dam_mod;
1951 2031 else
1952 if(disease->last_eat)
1953 disease->last_eat -= dam_mod;
1954
1955 if(disease->stats.hp)
1956 disease->stats.hp -= dam_mod; 2032 disease->stats.dam -= dam_mod;
1957
1958 if(disease->stats.sp)
1959 disease->stats.sp -= dam_mod;
1960
1961 if(infect_object(walk,disease,1)) {
1962 object *flash; /* visual effect for inflicting disease */
1963
1964 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1965
1966 free_object(disease); /* don't need this one anymore */
1967 flash=get_archetype(ARCH_DETECT_MAGIC);
1968 flash->x = x;
1969 flash->y = y;
1970 flash->map = walk->map;
1971 insert_ob_in_map(flash,walk->map,op,0);
1972 return 1;
1973 } 2033 }
1974 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;
1975 } 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 (); /* 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 ();
2072 }
1976 } /* if living creature */ 2073 } /* if living creature */
1977 } /* for range of spaces */ 2074 } /* for range of spaces */
2075
1978 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1979 return 1; 2077 return 1;
1980} 2078}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines