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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.5 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.5 2006/08/26 23:36:34 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
104/*************************************************************************** 103/***************************************************************************
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 134 return;
135 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 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);
173 free_object(op);
174 return;
175 } 169 {
170 op->destroy_inv (true); // be explicit about dropping
171 op->destroy (true);
172 return;
173 }
174
176 hit_map(op,0,op->attacktype,1); 175 hit_map (op, 0, op->attacktype, 1);
177 176
178 if(!op->direction) 177 if (!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if(op->direction&1)
211 op->direction=absdir(op->direction+4);
212 else {
213 int left, right;
214 int mflags;
215
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
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
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);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
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);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return; 178 return;
239 }
240 else { /* Create a copy of this object and put it ahead */
241 tmp=get_object();
242 copy_object(op,tmp);
243 tmp->speed_left= -0.1;
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 tmp->duration++;
248 179
249 /* New forking code. Possibly create forks of this object 180 if (--op->range < 0)
250 * going off in other directions.
251 */
252
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0; 181 op->range = 0;
260 } /* copy object and move it along */ 182 else
261 } /* if move bolt along */ 183 {
184 x = op->x + DIRX (op);
185 y = op->y + DIRY (op);
186 m = op->map;
187 mflags = get_map_flags (m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP)
190 return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
198 {
199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if (op->direction & 1)
211 op->direction = absdir (op->direction + 4);
212 else
213 {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
226
227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230
231 if (left == right)
232 op->direction = absdir (op->direction + 4);
233 else if (left)
234 op->direction = absdir (op->direction + 2);
235 else if (right)
236 op->direction = absdir (op->direction - 2);
237 }
238
239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
240 return;
241 }
242 else
243 { /* Create a copy of this object and put it ahead */
244 object *tmp = op->clone ();
245
246 m->insert (tmp, x, y, op);
247 tmp->speed_left = -0.1f;
248 /* To make up for the decrease at the top of the function */
249 tmp->duration++;
250
251 /* New forking code. Possibly create forks of this object
252 * going off in other directions.
253 */
254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */
256
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0;
261 } /* copy object and move it along */
262 } /* if move bolt along */
262} 263}
263 264
264/* fire_bolt 265/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 266 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 267 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 269 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
270 * pointers. 271 * pointers.
271 */ 272 */
272 273int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
275{
274 object *tmp=NULL; 276 object *tmp = NULL;
275 int mflags; 277 int mflags;
276 278
277 if (!spob->other_arch) 279 if (!spob->other_arch)
278 return 0; 280 return 0;
279 281
280 tmp=arch_to_object(spob->other_arch); 282 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 283 if (tmp == NULL)
282 return 0; 284 return 0;
283 285
284 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 289
290 if (spob->slaying)
291 tmp->slaying = spob->slaying;
292
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
292 297
293 tmp->direction=dir; 298 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
296 301
297 set_owner(tmp,op); 302 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
299 304
300 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 307 tmp->map = op->map;
303 308
309 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp);
307 return 0;
308 } 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
314 tmp->destroy (true);
315 return 0;
316 }
317
318 tmp->map = newmap;
319
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
321 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (true);
312 return 0; 326 return 0;
313 } 327 }
314 tmp->x=op->x; 328
315 tmp->y=op->y; 329 tmp->x = op->x;
330 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 332 tmp->map = op->map;
318 } 333 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 336 move_bolt (tmp);
337
321 return 1; 338 return 1;
322} 339}
323
324
325 340
326/*************************************************************************** 341/***************************************************************************
327 * 342 *
328 * BULLET/BALL CODE 343 * BULLET/BALL CODE
329 * 344 *
330 ***************************************************************************/ 345 ***************************************************************************/
331 346
332/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 349 * At least that is what I think this does.
335 */ 350 */
351void
336void explosion(object *op) { 352explosion (object *op)
337 object *tmp; 353{
338 mapstruct *m=op->map; 354 maptile *m = op->map;
339 int i; 355 int i;
340 356
341 if(--(op->duration)<0) { 357 if (--op->duration < 0)
342 remove_ob(op);
343 free_object(op);
344 return;
345 } 358 {
359 op->destroy (true);
360 return;
361 }
362
346 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
347 364
348 if(op->range>0) { 365 if (op->range > 0)
349 for(i=1;i<9;i++) { 366 {
367 for (i = 1; i < 9; i++)
368 {
350 sint16 dx,dy; 369 sint16 dx, dy;
351 370
352 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
354 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 375 * out of map, etc.
356 */ 376 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 378 {
359 copy_object(op,tmp); 379 object *tmp = op->clone ();
360 tmp->state=0; 380
361 tmp->speed_left= -0.21; 381 tmp->state = 0;
362 tmp->range--; 382 tmp->speed_left = -0.21f;
363 tmp->value=0; 383 tmp->range--;
364 tmp->x=dx; 384 tmp->value = 0;
365 tmp->y=dy; 385
366 insert_ob_in_map(tmp,m,op,0); 386 m->insert (tmp, dx, dy, op);
387 }
388 }
367 } 389 }
368 }
369 }
370} 390}
371
372 391
373/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
375 * explode. 394 * explode.
376 */ 395 */
396void
377void explode_bullet(object *op) 397explode_bullet (object *op)
378{ 398{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 399 object *tmp, *owner;
381 400
382 if (op->other_arch == NULL) { 401 if (!op->other_arch)
402 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 404 op->destroy (true);
385 free_object (op); 405 return;
386 return;
387 } 406 }
388 407
389 if (op->env) { 408 if (op->env)
390 object *env; 409 {
410 object *env = op->outer_env ();
391 411
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 412 if (!env->map || out_of_map (env->map, env->x, env->y))
413 {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op); 415 op->destroy (true);
396 free_object (op);
397 return; 416 return;
398 } 417 }
399 remove_ob (op); 418
400 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
401 op->y = env->y; 420 }
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)) { 421 else if (out_of_map (op->map, op->x, op->y))
422 {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op); 424 op->destroy (true);
406 free_object (op); 425 return;
407 return;
408 } 426 }
409 427
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this. 430 // 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) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 { 432 {
415 remove_ob (op); 433 op->destroy (true);
416 free_object (op); 434 return;
435 }
436
437 if (op->attacktype)
438 {
439 hit_map (op, 0, op->attacktype, 1);
440
441 if (op->destroyed ())
417 return; 442 return;
418 } 443 }
419 444
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 446 tmp = arch_to_object (op->other_arch);
428 447
429 copy_owner (tmp, op); 448 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 449 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 450
433 owner = get_owner(op); 451 owner = op->owner;
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 452
453 if ((tmp->attacktype & AT_HOLYWORD
454 || tmp->attacktype & AT_GODPOWER)
455 && owner
435 !tailor_god_spell(tmp, owner)) { 456 && !tailor_god_spell (tmp, owner))
436 remove_ob (op);
437 free_object (op);
438 return;
439 } 457 {
440 tmp->x = op->x; 458 op->destroy (true);
441 tmp->y = op->y; 459 return;
460 }
442 461
443 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
464 {
445 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 466 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 467 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 468 tmp->duration = op->duration;
449 } else { 469 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 470 else
471 {
472 if (op->attacktype & AT_MAGIC)
473 tmp->attacktype |= AT_MAGIC;
474
451 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 480 * the count of the parent should work fine.
457 */ 481 */
458 tmp->stats.maxhp = op->count; 482 tmp->stats.maxhp = op->count;
459 } 483 }
460 484
461 /* Set direction of cone explosion */ 485 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 486 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
464 488
465 /* Prevent recursion */ 489 /* Prevent recursion */
466 op->move_on = 0; 490 op->move_on = 0;
467 491
468 insert_ob_in_map(tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
469 /* remove the firebullet */ 495 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 496 op->destroy (true);
471 remove_ob (op);
472 free_object (op);
473 }
474} 497}
475
476
477 498
478/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
480 */ 501 */
481 502void
482void check_bullet(object *op) 503check_bullet (object *op)
483{ 504{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 505 object *tmp;
486 int dam, mflags; 506 int dam, mflags;
487 mapstruct *m; 507 maptile *m;
488 sint16 sx, sy; 508 sint16 sx, sy;
489 509
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 510 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 511
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 512 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 513 return;
494 514
495 if (op->other_arch) { 515 if (op->other_arch)
516 {
496 /* explode object will also remove op */ 517 /* explode object will also remove op */
497 explode_bullet (op); 518 explode_bullet (op);
498 return; 519 return;
499 } 520 }
500 521
501 /* If nothing alive on this space, no reason to do anything further */ 522 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 523 if (!(mflags & P_IS_ALIVE))
524 return;
503 525
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
505 { 527 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 529 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 531
510 || (op->stats.dam -= dam) < 0) 532 // TODO: can't understand the following if's
533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 { 534 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 536 {
514 free_object(op); 537 op->destroy (true);
515 return; 538 return;
516 } 539 }
517 } 540 }
518 } 541 }
519 } 542 }
520} 543}
521
522 544
523/* Basically, we move 'op' one square, and if it hits something, 545/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 546 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 547 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 548 * fired arches (eg, bolts).
527 */ 549 */
528 550void
529void move_bullet(object *op) 551move_bullet (object *op)
530{ 552{
531 sint16 new_x, new_y; 553 sint16 new_x, new_y;
532 int mflags; 554 int mflags;
533 mapstruct *m; 555 maptile *m;
534 556
535#if 0 557#if 0
536 /* We need a better general purpose way to do this */ 558 /* We need a better general purpose way to do this */
537 559
538 /* peterm: added to make comet leave a trail of burnouts 560 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 561 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 562 if (op->stats.sp == SP_METEOR)
563 {
541 replace_insert_ob_in_map("fire_trail",op); 564 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 565 if (op->destroyed ())
543 return; 566 return;
544 } /* end addition. */ 567 } /* end addition. */
545#endif 568#endif
546 569
547 /* Reached the end of its life - remove it */ 570 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 571 if (--op->range <= 0)
572 {
549 if (op->other_arch) { 573 if (op->other_arch)
550 explode_bullet (op); 574 explode_bullet (op);
551 } else { 575 else
552 remove_ob (op); 576 op->destroy (true);
553 free_object (op); 577
554 }
555 return; 578 return;
556 } 579 }
557 580
558 new_x = op->x + DIRX(op); 581 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 582 new_y = op->y + DIRY (op);
560 m = op->map; 583 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 585
563 if (mflags & P_OUT_OF_MAP) { 586 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 587 {
565 free_object (op); 588 op->destroy (true);
566 return; 589 return;
567 } 590 }
568 591
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
593 {
570 if (op->other_arch) { 594 if (op->other_arch)
571 explode_bullet (op); 595 explode_bullet (op);
572 } else { 596 else
573 remove_ob (op); 597 op->destroy (true);
574 free_object (op); 598
575 }
576 return; 599 return;
577 } 600 }
578 601
579 remove_ob (op); 602 if (!(op = m->insert (op, new_x, new_y, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 603 return;
584 604
585 if (reflwall (op->map, op->x, op->y, op)) { 605 if (reflwall (op->map, op->x, op->y, op))
606 {
586 op->direction = absdir (op->direction + 4); 607 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 608 update_turn_face (op);
588 } else { 609 }
610 else
589 check_bullet (op); 611 check_bullet (op);
590 }
591} 612}
592
593
594
595 613
596/* fire_bullet 614/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 618 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
602 * pointers. 620 * pointers.
603 */ 621 */
604 622int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 623fire_bullet (object *op, object *caster, int dir, object *spob)
624{
606 object *tmp=NULL; 625 object *tmp = NULL;
607 int mflags; 626 int mflags;
608 627
609 if (!spob->other_arch) 628 if (!spob->other_arch)
610 return 0; 629 return 0;
611 630
612 tmp=arch_to_object(spob->other_arch); 631 tmp = spob->other_arch->instance ();
613 if(tmp==NULL) 632 if (!tmp)
614 return 0; 633 return 0;
615 634
616 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 638 if (spob->slaying)
639 tmp->slaying = spob->slaying;
620 640
621 tmp->range = 50; 641 tmp->range = 50;
622 642
623 /* Need to store duration/range for the ball to use */ 643 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 644 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 645 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 646 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 647
628 tmp->direction=dir; 648 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 650 SET_ANIMATION (tmp, dir);
631 651
632 set_owner(tmp,op); 652 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
634 654
635 tmp->x=op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 657 tmp->map = op->map;
638 658
659 maptile *newmap;
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 661 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp);
642 return 0;
643 } 662 {
663 tmp->destroy (true);
664 return 0;
665 }
666
667 tmp->map = newmap;
668
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
670 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 672 {
673 tmp->destroy (true);
647 return 0; 674 return 0;
648 } 675 }
649 tmp->x=op->x; 676
650 tmp->y=op->y; 677 tmp->x = op->x;
678 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 679 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 680 tmp->map = op->map;
653 } 681 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 682
683 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 684 check_bullet (tmp);
656 } 685
657 return 1; 686 return 1;
658} 687}
659
660
661
662 688
663/***************************************************************************** 689/*****************************************************************************
664 * 690 *
665 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
666 * 692 *
667 *****************************************************************************/ 693 *****************************************************************************/
668 694
669
670/* drops an object based on what is in the cone's "other_arch" */ 695/* drops an object based on what is in the cone's "other_arch" */
696void
671void cone_drop(object *op) { 697cone_drop (object *op)
698{
672 object *new_ob = arch_to_object(op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
673 700
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 701 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 702 new_ob->set_owner (op->owner);
678 703
679 /* preserve skill ownership */ 704 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 705 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill); 706 new_ob->skill = op->skill;
682 new_ob->skill = add_refcount(op->skill); 707
683 } 708 new_ob->insert_at (op, op);
684 insert_ob_in_map(new_ob,op->map,op,0);
685
686} 709}
687 710
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 712
713void
690void move_cone(object *op) { 714move_cone (object *op)
691 int i; 715{
692 tag_t tag;
693
694 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 717 if (!op->map)
696 LOG(llevError,"Tried to move_cone object %s without a map.\n",
697 op->name ? op->name : "unknown");
698 op->speed = 0;
699 update_ob_speed (op);
700 return;
701 } 718 {
719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
720 op->set_speed (0);
721 return;
722 }
702 723
703 /* lava saves it's life, but not yours :) */ 724 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 725 if (QUERY_FLAG (op, FLAG_LIFESAVE))
726 {
705 hit_map(op,0,op->attacktype,0); 727 hit_map (op, 0, op->attacktype, 0);
706 return; 728 return;
707 } 729 }
708 730
709#if 0 731#if 0
710 /* Disable this - enabling it makes monsters easier, as 732 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 733 * when their cone dies when they die.
712 */ 734 */
713 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 736 if (op->owner == NULL)
715 remove_ob(op); 737 {
716 free_object(op); 738 op->destroy (true);
717 return; 739 return;
718 } 740 }
719#endif 741#endif
720 742
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 743 hit_map (op, 0, op->attacktype, 0);
723 744
724 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
726 * degree. 747 * degree.
727 */ 748 */
749 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 750 check_spell_knockback (op);
729 751
730 if (was_destroyed (op, tag)) 752 if (op->destroyed ())
753 return;
754
755 if (op->duration-- < 0)
756 {
757 op->destroy (true);
731 return; 758 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 759 }
738 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 761 * any further. When the duration above expires,
740 * then the object will get removed. 762 * then the object will get removed.
741 */ 763 */
742 if (--op->range < 0) { 764 if (--op->range < 0)
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 } 765 {
766 op->range = 0; /* just so it doesn't wrap */
767 return;
768 }
746 769
747 for(i= -1;i<2;i++) { 770 for (int i = -1; i <= 1; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 771 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
750 773
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 775 {
753 copy_object(op, tmp); 776 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 777
757 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
758 779
759 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 782
762 if (tmp->other_arch) cone_drop(tmp); 783 op->map->insert (tmp, x, y, op);
763 } 784
785 if (tmp->other_arch)
786 cone_drop (tmp);
787 }
764 } 788 }
765} 789}
766 790
767/* cast_cone: casts a cone spell. 791/* cast_cone: casts a cone spell.
768 * op: person firing the object. 792 * op: person firing the object.
770 * dir: direction to fire in. 794 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 795 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 796 * to fire.
773 * returns 0 on failure, 1 on success. 797 * returns 0 on failure, 1 on success.
774 */ 798 */
799int
775int cast_cone(object *op, object *caster,int dir, object *spell) 800cast_cone (object *op, object *caster, int dir, object *spell)
776{ 801{
777 object *tmp; 802 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 803 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 804 maptile *m;
780 sint16 sx, sy; 805 sint16 sx, sy;
781 MoveType movetype; 806 MoveType movetype;
782 807
783 if (!spell->other_arch) return 0; 808 if (!spell->other_arch)
784
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
786 op->attacktype & AT_TURN_UNDEAD) {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!");
789 return 0; 809 return 0;
810
811 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
790 } 812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
814 return 0;
815 }
791 816
792 if(!dir) { 817 if (!dir)
793 range_min= 0;
794 range_max=8;
795 } 818 {
819 range_min = 0;
820 range_max = 8;
821 }
796 822
797 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 825 * insert it into is blocked.
800 */ 826 */
801 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
802 828
803 for(i=range_min;i<=range_max;i++) { 829 for (i = range_min; i <= range_max; i++)
830 {
804 sint16 x,y, d; 831 sint16 x, y, d;
805 832
806 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 834 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 835 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 836 * to hit that person.
810 */ 837 */
811 d = dir + i; 838 d = dir + i;
812 while (d < 0) d+=8; 839 while (d < 0)
813 while (d > 8) d-=8; 840 d += 8;
841 while (d > 8)
842 d -= 8;
814 843
815 /* If it's not a rune, we don't want to blast the caster. 844 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified, 845 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 846 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 847 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 848 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 849 * for the rune code.
821 */ 850 */
822 if (caster->type != RUNE && d==0) { 851 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8; 852 {
824 else continue; 853 if (dir != 0)
825 } 854 d = 8;
855 else
856 continue;
857 }
826 858
827 x = op->x+freearr_x[d]; 859 x = op->x + freearr_x[d];
828 y = op->y+freearr_y[d]; 860 y = op->y + freearr_y[d];
829 861
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 862 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 863 continue;
832 864
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 865 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 866 continue;
835 867
836 success=1; 868 success = 1;
837 tmp=arch_to_object(spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 870 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 873 tmp->attacktype = spell->attacktype;
844 874
845 /* holy word stuff */ 875 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 877 if (!tailor_god_spell (tmp, op))
848 } 878 return 0;
849 879
850 if(dir) 880 if (dir)
851 tmp->stats.sp=dir; 881 tmp->stats.sp = dir;
852 else 882 else
853 tmp->stats.sp=i; 883 tmp->stats.sp = i;
854 884
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 885 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 886
857 /* If casting it in all directions, it doesn't go as far */ 887 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 888 if (dir == 0)
889 {
859 tmp->range /= 4; 890 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 891 if (tmp->range < 2 && spell->range >= 2)
861 } 892 tmp->range = 2;
893 }
894
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 895 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 896 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 897
865 /* Special bonus for fear attacks */ 898 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 899 if (tmp->attacktype & AT_FEAR)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 900 {
868 else 901 if (caster->type == PLAYER)
902 tmp->duration += fear_bonus[caster->stats.Cha];
903 else
869 tmp->duration += caster->level/3; 904 tmp->duration += caster->level / 3;
870 } 905 }
906
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 907 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 908 {
873 else 909 if (caster->type == PLAYER)
910 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
911 else
874 tmp->duration += caster->level/3; 912 tmp->duration += caster->level / 3;
875 } 913 }
876 914
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
880 spell->other_arch->name);
881 917
882 if (!tmp->move_on && tmp->stats.dam) { 918 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 919 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 920
921 m->insert (tmp, sx, sy, op);
922
889 /* This is used for tracking spells so that one effect doesn't hit 923 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 924 * a single space too many times.
891 */ 925 */
892 tmp->stats.maxhp = tmp->count; 926 tmp->stats.maxhp = tmp->count;
893 927
894 if(tmp->other_arch) cone_drop(tmp); 928 if (tmp->other_arch)
929 cone_drop (tmp);
895 } 930 }
931
896 return success; 932 return success;
897} 933}
898 934
899/**************************************************************************** 935/****************************************************************************
900 * 936 *
901 * BOMB related code 937 * BOMB related code
902 * 938 *
903 ****************************************************************************/ 939 ****************************************************************************/
904 940
905
906/* This handles an exploding bomb. 941/* This handles an exploding bomb.
907 * op is the original bomb object. 942 * op is the original bomb object.
908 */ 943 */
944void
909void animate_bomb(object *op) { 945animate_bomb (object *op)
910 int i; 946{
911 object *env, *tmp;
912 archetype *at;
913
914 if(op->state!=NUM_ANIMATIONS(op)-1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
915 return; 948 return;
916 949
950 object *env = op->outer_env ();
917 951
918 env = object_get_env_recursive(op);
919
920 if (op->env) { 952 if (op->env)
953 {
921 if (env->map == NULL) 954 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 955 return;
956
957 if (!(op = op->insert_at (env, op)))
958 return;
942 } 959 }
943 960
961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
962 // on a safe map. I don't like this special casing, but it seems to be neccessary
963 // as bombs can be carried.
964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
965 {
966 op->destroy (true);
967 return;
968 }
969
944 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 972 * so just set up the appropriate values.
947 */ 973 */
948 at = find_archetype(SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 975 {
950 for(i=1;i<9;i++) { 976 for (int i = 1; i < 9; i++)
977 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 979 continue;
953 tmp = arch_to_object(at); 980
981 object *tmp = arch_to_object (at);
954 tmp->direction = i; 982 tmp->direction = i;
955 tmp->range = op->range; 983 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 985 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 987 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 988 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 989 tmp->skill = op->skill;
962 tmp->skill = add_refcount(op->skill); 990
991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
992 SET_ANIMATION (tmp, i);
993
994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
995 move_bullet (tmp);
996 }
963 } 997 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i);
966 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp);
970 }
971 }
972 998
973 explode_bullet(op); 999 explode_bullet (op);
974} 1000}
975 1001
1002int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1003create_bomb (object *op, object *caster, int dir, object *spell)
977 1004{
978 object *tmp; 1005 object *tmp;
979 int mflags; 1006 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1008 maptile *m;
982 1009
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1014 return 0;
987 } 1015 }
1016
988 tmp=arch_to_object(spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
989 1018
990 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
995 1024
996 set_owner(tmp,op); 1025 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1027
999 tmp->y=dy; 1028 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1029 return 1;
1002} 1030}
1003 1031
1004/**************************************************************************** 1032/****************************************************************************
1005 * 1033 *
1006 * smite related spell code. 1034 * smite related spell code.
1014 * dir is the direction to look in. 1042 * dir is the direction to look in.
1015 * range is how far out to look. 1043 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1018 */ 1046 */
1019 1047object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1048get_pointed_target (object *op, int dir, int range, int type)
1049{
1021 object *target; 1050 object *target;
1022 sint16 x,y; 1051 sint16 x, y;
1023 int dist, mflags; 1052 int dist, mflags;
1024 mapstruct *mp; 1053 maptile *mp;
1025 1054
1026 if (dir==0) return NULL; 1055 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1056 return NULL;
1048}
1049 1057
1058 for (dist = 1; dist < range; dist++)
1059 {
1060 x = op->x + freearr_x[dir] * dist;
1061 y = op->y + freearr_y[dir] * dist;
1062 mp = op->map;
1063 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1064
1065 if (mflags & P_OUT_OF_MAP)
1066 return NULL;
1067 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1068 return NULL;
1069 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1070 return NULL;
1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1072 return NULL;
1073
1074 if (mflags & P_IS_ALIVE)
1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1077 return target;
1078 }
1079
1080 return NULL;
1081}
1050 1082
1051/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1053 * usual params - 1085 * usual params -
1054 * op = player 1086 * op = player
1055 * caster = object casting the spell. 1087 * caster = object casting the spell.
1056 * dir = direction being cast 1088 * dir = direction being cast
1057 * spell = spell object 1089 * spell = spell object
1058 */ 1090 */
1059 1091int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{
1061 object *effect, *target; 1094 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1095 object *god = find_god (determine_god (op));
1063 int range; 1096 int range;
1064 1097
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1098 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1099 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1100
1068 /* Bunch of conditions for casting this spell. Note that only 1101 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1102 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1103 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very 1104 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1105 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1106 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1107 * can't be friendly to your god.
1075 */ 1108 */
1076 1109
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1111 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1112 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1113 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1115 return 0;
1083 } 1116 }
1084 1117
1085 if (spell->other_arch) 1118 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1087 else 1120 else
1088 return 0; 1121 return 0;
1089 1122
1090 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 {
1094 if(tailor_god_spell(effect,op)) 1128 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1130 else
1131 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1133 return 0;
1100 } 1134 }
1101 } 1135 }
1102 1136
1103 /* size of the area of destruction */ 1137 /* size of the area of destruction */
1104 effect->range=spell->range + 1138 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1139 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1140
1109 if (effect->attacktype & AT_DEATH) { 1141 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1142 {
1111 SP_level_dam_adjust(caster,spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1144
1113 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1147 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1148 if (random_roll (0, 2, op, PREFER_LOW))
1149 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1151 effect->x = op->x;
1118 effect->y=op->y; 1152 effect->y = op->y;
1119 } else { 1153 }
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1154 else
1121 query_name(target)); 1155 {
1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1122 target->stats.hp = target->stats.maxhp*2; 1157 target->stats.hp = target->stats.maxhp * 2;
1123 free_object(effect); 1158 effect->destroy (true);
1124 return 0; 1159 return 0;
1160 }
1161 }
1125 } 1162 }
1126 } 1163 else
1127 } else { 1164 {
1128 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1166 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1167 }
1132 1168
1133 set_owner(effect,op); 1169 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1135 1171
1136 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1173 effect->insert_at (target, op);
1138 effect->y=target->y; 1174
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1175 return 1;
1142} 1176}
1143
1144 1177
1145/**************************************************************************** 1178/****************************************************************************
1146 * 1179 *
1147 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1148 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1182 * code here is just to move the missile.
1150 ****************************************************************************/ 1183 ****************************************************************************/
1151 1184
1152/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1186void
1153void move_missile(object *op) { 1187move_missile (object *op)
1154 int i, mflags; 1188{
1155 object *owner;
1156 sint16 new_x, new_y;
1157 mapstruct *m;
1158
1159 if (op->range-- <=0) { 1189 if (op->range-- <= 0)
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 } 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1192 op->destroy (true);
1193 return;
1194 }
1164 1195
1165 owner = get_owner(op); 1196 mapxy pos (op);
1166#if 0 1197 pos.move (op->direction);
1167 /* It'd make things nastier if this wasn't here - spells cast by 1198
1168 * monster that are then killed would continue to survive 1199 if (!pos.normalise ())
1169 */
1170 if (owner == NULL) {
1171 remove_ob(op);
1172 free_object(op);
1173 return;
1174 } 1200 {
1175#endif 1201 op->destroy (true);
1202 return;
1203 }
1176 1204
1177 new_x = op->x + DIRX(op); 1205 mapspace &ms = pos.ms ();
1178 new_y = op->y + DIRY(op);
1179 1206
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1181 1208 {
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1184 tag_t tag = op->count;
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1188 */ 1212 */
1189 if ( ! was_destroyed (op, tag)) { 1213 op->destroy (true);
1190 remove_ob (op); 1214 return;
1191 free_object(op); 1215 }
1192 } 1216
1193 return; 1217 if (!op->direction)
1194 } 1218 {
1195 1219 op->destroy (true);
1196 remove_ob(op); 1220 return;
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1198 free_object(op);
1199 return;
1200 } 1221 }
1201 op->x = new_x; 1222
1202 op->y = new_y; 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1203 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1205 if(i > 0 && i != op->direction){ 1224 if (i > 0 && i != op->direction)
1225 {
1206 op->direction=i; 1226 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1208 } 1228 }
1209 insert_ob_in_map(op,op->map,op,0); 1229
1230 pos.insert (op, op);
1210} 1231}
1211 1232
1212/**************************************************************************** 1233/****************************************************************************
1213 * Destruction 1234 * Destruction
1214 ****************************************************************************/ 1235 ****************************************************************************/
1236
1215/* make_object_glow() - currently only makes living objects glow. 1237/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1238 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1220 */ 1242 */
1221 1243int
1222int make_object_glow(object *op, int radius, int time) { 1244make_object_glow (object *op, int radius, int time)
1223 object *tmp; 1245{
1224
1225 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1248 return 0;
1228 1249
1229 tmp=get_archetype(FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1252 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1254 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1257
1237 tmp->x=op->x;
1238 tmp->y=op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1241 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1243 1262
1244 if(!tmp->env||op!=tmp->env) {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1246 op->name);
1247 return 0;
1248 }
1249 return 1; 1263 return 1;
1250} 1264}
1251 1265
1252 1266int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1267cast_destruction (object *op, object *caster, object *spell_ob)
1268{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1270 sint16 sx, sy;
1258 mapstruct *m; 1271 maptile *m;
1259 object *tmp; 1272 object *tmp;
1260 const char *skill; 1273 const char *skill;
1261 1274
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1275 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1276 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1277 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1278 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1279 friendly = 1;
1266 1280
1267 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1283 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through 1284 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1285 * the full share string/free_string route.
1272 */ 1286 */
1273 skill = op->skill; 1287 skill = op->skill;
1288 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1289 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1290 else if (caster->skill)
1291 op->skill = caster->skill;
1292 else
1276 else op->skill = NULL; 1293 op->skill = NULL;
1277 1294
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1279 1296
1280 for(i= -range; i<range; i++) { 1297 for (i = -range; i <= range; i++)
1298 {
1281 for(j=-range; j<range ; j++) { 1299 for (j = -range; j <= range; j++)
1300 {
1282 m = op->map; 1301 m = op->map;
1283 sx = op->x + i; 1302 sx = op->x + i;
1284 sy = op->y + j; 1303 sy = op->y + j;
1304
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1306 if (mflags & P_OUT_OF_MAP)
1307 continue;
1308
1287 if (mflags & P_IS_ALIVE) { 1309 if (mflags & P_IS_ALIVE)
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1310 {
1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1290 } 1313 break;
1291 if (tmp) {
1292 if (tmp->head) tmp=tmp->head;
1293 1314
1315 if (tmp)
1316 {
1317 if (tmp->head)
1318 tmp = tmp->head;
1319
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1320 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1322 {
1323 if (spell_ob->subtype == SP_DESTRUCTION)
1324 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1326
1299 tmp = arch_to_object(spell_ob->other_arch); 1327 if (spell_ob->other_arch)
1300 tmp->x = sx; 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1301 tmp->y = sy; 1329 }
1302 insert_ob_in_map(tmp, m, op, 0); 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 } 1331 {
1304 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1306 tmp->resist[ATNR_MAGIC]!=100) {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1333 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1309 effect->x = sx; 1334 }
1310 effect->y = sy; 1335 }
1311 insert_ob_in_map(effect, m, op, 0); 1336 }
1312 } 1337 }
1313 } 1338 }
1314 }
1315 }
1316 } 1339 }
1317 } 1340
1318 }
1319 op->skill = skill; 1341 op->skill = skill;
1320 return 1; 1342 return 1;
1321} 1343}
1322 1344
1323/*************************************************************************** 1345/***************************************************************************
1324 * 1346 *
1325 * CURSE 1347 * CURSE
1326 * 1348 *
1327 ***************************************************************************/ 1349 ***************************************************************************/
1328 1350
1351int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1352cast_curse (object *op, object *caster, object *spell_ob, int dir)
1353{
1330 object *god = find_god(determine_god(op)); 1354 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1355 object *tmp, *force;
1332 1356
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1357 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1358 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 } 1359 {
1360 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1361 return 0;
1362 }
1340 1363
1364 tmp = tmp->head_ ();
1365
1341 /* If we've already got a force of this type, don't add a new one. */ 1366 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1367 for (force = tmp->inv; force; force = force->below)
1368 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1370 {
1344 if (force->name == spell_ob->name) { 1371 if (force->name == spell_ob->name)
1345 break; 1372 {
1346 } 1373 break;
1374 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1375 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1376 {
1349 "You can not cast %s while %s is in effect", 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1350 spell_ob->name, force->name_pl); 1378 return 0;
1351 return 0; 1379 }
1380 }
1352 } 1381 }
1353 } 1382
1383 if (!force)
1354 } 1384 {
1355
1356 if(force==NULL) {
1357 force=get_archetype(FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name); 1387
1360 if (spell_ob->race) 1388 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1389 force->name = spell_ob->race;
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else { 1390 else
1391 force->name = spell_ob->name;
1392
1393 force->name_pl = spell_ob->name;
1394
1395 }
1396 else
1397 {
1368 int duration; 1398 int duration;
1369 1399
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1400 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1401 if (duration > force->duration)
1402 {
1372 force->duration = duration; 1403 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1374 } else { 1405 }
1406 else
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1408
1377 return 1; 1409 return 1;
1378 } 1410 }
1411
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1412 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1413 force->speed = 1.f;
1381 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1383 1416
1384 if(god) { 1417 if (god)
1418 {
1385 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1420 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1421 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1422 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1423 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1390 "You are a victim of %s's curse!",god->name); 1424 }
1391 } else 1425 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1426 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1427
1394 1428
1395 if(tmp!=op && op->type==PLAYER) 1429 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1430 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1431
1398 force->stats.ac = spell_ob->stats.ac; 1432 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1433 force->stats.wc = spell_ob->stats.wc;
1400 1434
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1435 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1436 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1437 tmp->update_stats ();
1404 return 1; 1438 return 1;
1405 1439
1406} 1440}
1407
1408 1441
1409/********************************************************************** 1442/**********************************************************************
1410 * mood change 1443 * mood change
1411 * Arguably, this may or may not be an attack spell. But since it 1444 * Arguably, this may or may not be an attack spell. But since it
1412 * effects monsters, it seems best to put it into this file 1445 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1446 ***********************************************************************/
1414 1447
1415/* This covers the various spells that change the moods of monsters - 1448/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1449 * makes them angry, peacful, friendly, etc.
1417 */ 1450 */
1451int
1418int mood_change(object *op, object *caster, object *spell) { 1452mood_change (object *op, object *caster, object *spell)
1453{
1419 object *tmp, *god, *head; 1454 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1455 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1456 sint16 x, y, nx, ny;
1422 mapstruct *m; 1457 maptile *m;
1423 const char *race; 1458 const char *race;
1424 1459
1425 /* We precompute some values here so that we don't have to keep 1460 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1461 * doing it over and over again.
1427 */ 1462 */
1428 god=find_god(determine_god(op)); 1463 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1464 level = casting_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1466
1432 /* On the bright side, no monster should ever have a race of GOD_... 1467 /* On the bright side, no monster should ever have a race of GOD_...
1433 * so even if the player doesn't worship a god, if race=GOD_.., it 1468 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1469 * won't ever match anything.
1435 */ 1470 */
1436 if (!spell->race) race=NULL; 1471 if (!spell->race)
1472 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1473 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1474 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1475 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1476 race = god->race;
1477 else
1439 else race = spell->race; 1478 race = spell->race;
1440
1441 1479
1442 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1481 for (y = op->y - range; y <= op->y + range; y++)
1444 1482 {
1445 done_one=0; 1483 done_one = 0;
1446 m = op->map; 1484 m = op->map;
1447 nx = x; 1485 nx = x;
1448 ny = y; 1486 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1488 if (mflags & P_OUT_OF_MAP)
1489 continue;
1451 1490
1452 /* If there is nothing living on this space, no need to go further */ 1491 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1492 if (!(mflags & P_IS_ALIVE))
1493 continue;
1454 1494
1495 // players can only affect spaces that they can actually see
1496 if (caster && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70)
1498 continue;
1499
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1502 break;
1457 1503
1458 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1505 if (!tmp || tmp->type == PLAYER)
1506 continue;
1460 1507
1461 /* Only the head has meaningful data, so resolve to that */ 1508 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1509 if (tmp->head)
1463 else head=tmp; 1510 head = tmp->head;
1511 else
1512 head = tmp;
1464 1513
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1514 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1515 if (race && head->race && !strstr (race, head->race))
1516 continue;
1517
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1519 continue;
1468 1520
1469 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1522 best_at = -1;
1471 if (spell->attacktype) { 1523 if (spell->attacktype)
1524 {
1472 for (at=0; at < NROFATTACKS; at++) 1525 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1526 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1527 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1528 best_at = at;
1475 1529
1476 if (best_at == -1) at=0; 1530 if (best_at == -1)
1531 at = 0;
1477 else { 1532 else
1533 {
1478 if (head->resist[best_at] == 100) continue; 1534 if (head->resist[best_at] == 100)
1479 else at = head->resist[best_at] / 5; 1535 continue;
1480 } 1536 else
1537 at = head->resist[best_at] / 5;
1538 }
1481 at -= level / 5; 1539 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1540 if (did_make_save (head, head->level, at))
1483 } 1541 continue;
1542 }
1484 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1544 {
1485 /* 1545 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1546 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1547 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1548 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1549
1490 The chance will then be in the range [20-70] percent, not too bad. 1550 The chance will then be in the range [20-70] percent, not too bad.
1491 1551
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1552 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1553 charm a level 125 monster...
1494 1554
1495 Ryo, august 14th 1555 Ryo, august 14th
1496 */ 1556 */
1497 {
1498 if ( head->level > level ) continue; 1557 if (head->level > level)
1558 continue;
1559
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1560 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1561 /* Failed, no effect */
1501 continue; 1562 continue;
1502 } 1563 }
1503 1564
1504 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1505 1566
1506 /* aggravation */ 1567 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1569 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1571 remove_friendly_object (head);
1572 done_one = 1;
1573 head->enemy = op;
1574 }
1511 1575
1512 done_one = 1;
1513 head->enemy = op;
1514 }
1515
1516 /* calm monsters */ 1576 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1577 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1578 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1579 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1580 head->enemy = NULL;
1520 done_one = 1; 1581 done_one = 1;
1521 } 1582 }
1522 1583
1523 /* berserk monsters */ 1584 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1586 {
1525 SET_FLAG(head, FLAG_BERSERK); 1587 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1588 done_one = 1;
1527 } 1589 }
1590
1528 /* charm */ 1591 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1592 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1530 SET_FLAG(head, FLAG_FRIENDLY); 1593 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1597 Typical use case is charm, go somwhere, use aggravation to make hostile.
1533 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1598 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1600 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1602 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1603 head->attack_movement = PETMOVE;
1539 done_one = 1; 1604 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1605 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1606 head->stats.exp = 0;
1542 } 1607 }
1543 1608
1544 /* If a monster was effected, put an effect in */ 1609 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1610 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1611 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1612 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1613
1553 return 1; 1614 return 1;
1554} 1615}
1555 1616
1556 1617
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1618/* Move_ball_spell: This handles ball type spells that just sort of wander
1558 * about. was called move_ball_lightning, but since more than the ball 1619 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1621 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1562 */ 1623 */
1563 1624void
1564void move_ball_spell(object *op) { 1625move_ball_spell (object *op)
1626{
1565 int i,j,dam_save,dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1567 object *owner; 1629 object *owner;
1568 mapstruct *m; 1630 maptile *m;
1569 1631
1570 owner = get_owner(op); 1632 owner = op->owner;
1571 1633
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1634 /* the following logic makes sure that the ball doesn't move into a wall,
1573 * and makes sure that it will move along a wall to try and get at it's 1635 * and makes sure that it will move along a wall to try and get at it's
1574 * victim. The block immediately below more or less chooses a random 1636 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1637 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1638 * deviations.
1577 */ 1639 */
1578 1640
1579 dir = 0; 1641 dir = 0;
1580 if(!(rndm(0, 3))) 1642 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1643 j = rndm (0, 1);
1582 else j=0; 1644 else
1645 j = 0;
1583 1646
1584 for(i = 1; i < 9; i++) { 1647 for (i = 1; i < 9; i++)
1648 {
1585 /* i bit 0: alters sign of offset 1649 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1650 * other bits (i / 2): absolute value of offset
1587 */ 1651 */
1588 1652
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1653 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1654 int tmpdir = absdir (op->direction + offset);
1591 1655
1592 nx = op->x + freearr_x[tmpdir]; 1656 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1657 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1658 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1659 {
1596 dir = tmpdir; 1660 dir = tmpdir;
1597 break; 1661 break;
1598 } 1662 }
1599 } 1663 }
1600 if (dir == 0) { 1664 if (dir == 0)
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 } 1665 {
1666 nx = op->x;
1667 ny = op->y;
1668 m = op->map;
1669 }
1605 1670
1606 remove_ob(op); 1671 m->insert (op, nx, ny, op);
1607 op->y=ny; 1672
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1673 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1674 surrounding squares */
1613 1675
1614 /* loop over current square and neighbors to hit. 1676 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1678 * the surround spaces.
1617 */ 1679 */
1618 for(j=0;j<9;j++) { 1680 for (j = 0; j < 9; j++)
1619 object *new_ob; 1681 {
1620
1621 hx = nx+freearr_x[j]; 1682 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1683 hy = ny + freearr_y[j];
1623 1684
1624 m = op->map; 1685 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1687
1627 if (mflags & P_OUT_OF_MAP) continue; 1688 if (mflags & P_OUT_OF_MAP)
1689 continue;
1628 1690
1629 /* first, don't ever, ever hit the owner. Don't hit out 1691 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1692 * of the map either.
1631 */ 1693 */
1632 1694
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1695 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1634 if(j) op->stats.dam = dam_save/2; 1696 {
1697 if (j)
1698 op->stats.dam = dam_save / 2;
1699
1635 hit_map(op,j,op->attacktype,1); 1700 hit_map (op, j, op->attacktype, 1);
1701 }
1636 1702
1637 }
1638
1639 /* insert the other arch */ 1703 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1704 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1641 new_ob = arch_to_object(op->other_arch); 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1706 }
1647 1707
1648 /* restore to the center location and damage*/ 1708 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1709 op->stats.dam = dam_save;
1650 1710
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1711 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1712
1653 if(i>=0) { /* we have a preferred direction! */ 1713 if (i >= 0)
1714 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1715 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1716 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1656 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1717 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1718 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1719
1659 op->direction=i; 1720 op->direction = i;
1660 } 1721 }
1661} 1722}
1662 1723
1663
1664/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1665 * This is an implementation of the swarm spell. It was written for 1725 * This is an implementation of the swarm spell. It was written for
1666 * meteor swarm, but it could be used for any swarm. A swarm spell 1726 * meteor swarm, but it could be used for any swarm. A swarm spell
1667 * is a special type of object that casts swarms of other types 1727 * is a special type of object that casts swarms of other types
1668 * of spells. Which spell it casts is flexible. It fires the spells 1728 * of spells. Which spell it casts is flexible. It fires the spells
1669 * from a set of squares surrounding the caster, in a given direction. 1729 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1730 */
1671 1731void
1672void move_swarm_spell(object *op) 1732move_swarm_spell (object *op)
1673{ 1733{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1734#if 0
1696 // this is bogus: it causes wrong places to be checked below 1735 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1697 // (a wall 2 cells away will block the effect...) and 1736 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1737 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1738 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1739 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1740#endif
1741 object *owner = op->env;
1743 1742
1743 if (!owner) // MUST not happen, remove when true TODO
1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1746 op->destroy (true);
1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1754 return;
1755 }
1756
1757 op->duration--;
1758
1759 int basedir = op->direction;
1760 if (!basedir)
1761 {
1762 /* spray in all directions! 8) */
1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1765 }
1766
1767#if 0
1768 // this is bogus: it causes wrong places to be checked below
1769 // (a wall 2 cells away will block the effect...) and
1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1771 // space.
1772 // should be fixed later, but correctness before features...
1773 // (schmorp)
1774
1775 /* new offset calculation to make swarm element distribution
1776 * more uniform
1777 */
1778 if (op->duration)
1779 {
1780 if (basedir & 1)
1781 {
1782 adjustdir = cardinal_adjust[rndm (0, 8)];
1783 }
1784 else
1785 {
1786 adjustdir = diagonal_adjust[rndm (0, 9)];
1787 }
1788 }
1789 else
1790 {
1791 adjustdir = 0; /* fire the last one from forward. */
1792 }
1793
1794 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1795 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1796
1797 /* back up one space so we can hit point-blank targets, but this
1798 * necessitates extra out_of_map check below
1799 */
1800 origin_x = target_x - freearr_x[basedir];
1801 origin_y = target_y - freearr_y[basedir];
1802
1803
1744 /* 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
1745 * should just be a pointer to the spell in some inventory, 1805 * should just be a pointer to the spell in some inventory,
1746 * 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,
1747 * do some sanity checking anyways. 1807 * do some sanity checking anyways.
1748 */ 1808 */
1809
1810 if (op->spell && op->spell->type == SPELL &&
1811 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1812 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1749 1813 {
1814
1815 /* Bullet spells have a bunch more customization that needs to be done */
1816 if (op->spell->subtype == SP_BULLET)
1817 fire_bullet (owner, op, basedir, op->spell);
1818 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1819 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1820 }
1821#endif
1822
1823 /* spell pointer is set up for the spell this casts. Since this
1824 * should just be a pointer to the spell in some inventory,
1825 * it is unlikely to disappear by the time we need it. However,
1826 * do some sanity checking anyways.
1827 */
1828
1750 if (op->spell && op->spell->type == SPELL) 1829 if (op->spell && op->spell->type == SPELL)
1751 { 1830 {
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 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);
1757 } 1836 }
1758} 1837}
1759
1760
1761
1762 1838
1763/* fire_swarm: 1839/* fire_swarm:
1764 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1765 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1766 * the parts of the swarm. 1842 * the parts of the swarm.
1769 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1770 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1848 * n: the number to be fired.
1773 */ 1849 */
1774 1850int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1852{
1777 object *tmp;
1778 int i;
1779
1780 if (!spell->other_arch) return 0; 1853 if (!spell->other_arch)
1854 return 0;
1781 1855
1782 tmp=get_archetype(SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1783 tmp->x=op->x; 1857
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1786 set_spell_skill(op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1787
1788 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. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1790
1791 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1792 1862
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1795 return 1; 1865 return 1;
1796 } 1866
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1870
1801 tmp->direction=dir;
1802 tmp->invisible=1; 1871 tmp->invisible = 1;
1803 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
1804 return 1; 1879 return 1;
1805} 1880}
1806
1807 1881
1808/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1809 * function. 1883 * function.
1810 */ 1884 */
1885int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1886cast_light (object *op, object *caster, object *spell, int dir)
1887{
1812 object *target=NULL,*tmp=NULL; 1888 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1889 sint16 x, y;
1814 int dam, mflags; 1890 int dam, mflags;
1815 mapstruct *m; 1891 maptile *m;
1816 1892
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1894
1819 if(!dir) { 1895 if (!dir)
1896 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 1898 return 0;
1822 } 1899 }
1823 1900
1824 x=op->x+freearr_x[dir]; 1901 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1902 y = op->y + freearr_y[dir];
1826 m = op->map; 1903 m = op->map;
1827 1904
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1905 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1906
1830 if (mflags & P_OUT_OF_MAP) { 1907 if (mflags & P_OUT_OF_MAP)
1908 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1910 return 0;
1833 } 1911 }
1834 1912
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1914 {
1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head; 1919 if (target->head)
1920 target = target->head;
1921
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1924 }
1842 } 1925 }
1843 }
1844 1926
1845 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1846 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 {
1847 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.");
1848 return 0; 1931 return 0;
1849 } 1932 }
1850 1933
1851 /* 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 */
1852 tmp=arch_to_object(spell->other_arch); 1935 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1936 if (!tmp)
1937 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1939 return 0;
1856 } 1940 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 1942 if (tmp->glow_radius)
1943 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
1946 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 1947 }
1862 tmp->x=x; 1948
1863 tmp->y=y; 1949 m->insert (tmp, x, y, op);
1864 insert_ob_in_map(tmp,m,op,0);
1865 return 1; 1950 return 1;
1866} 1951}
1867
1868
1869
1870 1952
1871/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1872 * player and infects someone. 1954 * player and infects someone.
1873 * 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
1874 * 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
1875 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1876 */ 1958 */
1877 1959int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
1961{
1879 sint16 x,y; 1962 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1964 object *walk;
1882 mapstruct *m; 1965 maptile *m;
1883 1966
1884 x = op->x; 1967 x = op->x;
1885 y = op->y; 1968 y = op->y;
1886 1969
1887 /* 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
1888 * direction the player is pointing. 1971 * direction the player is pointing.
1889 */ 1972 */
1973 if (!dir)
1890 if (!dir) dir=op->facing; 1974 dir = op->facing;
1975
1976 if (!dir)
1891 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 */
1892 1978
1893 /* Calculate these once here */ 1979 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 1981 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 1982 dur_mod = SP_level_duration_adjust (caster, spell);
1897 1983
1898 /* search in a line for a victim */ 1984 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 1985 for (i = 1; i < range; i++)
1986 {
1900 x = op->x + i * freearr_x[dir]; 1987 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 1988 y = op->y + i * freearr_y[dir];
1902 m = op->map; 1989 m = op->map;
1903 1990
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 1991 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 1992
1906 if (mflags & P_OUT_OF_MAP) return 0; 1993 if (mflags & P_OUT_OF_MAP)
1994 return 0;
1907 1995
1908 /* don't go through walls - presume diseases are airborne */ 1996 /* don't go through walls - presume diseases are airborne */
1909 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;
1910 1999
1911 /* 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 */
1912 if (mflags & P_IS_ALIVE) { 2001 if (mflags & P_IS_ALIVE)
2002 {
1913 /* search this square for a victim */ 2003 /* search this square for a victim */
1914 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)
1915 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 */
1916 object *disease = arch_to_object(spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
1917 2008
1918 set_owner(disease,op); 2009 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2012 disease->level = casting_level (caster, spell);
1922 2013
1923 /* do level adjustments */ 2014 /* do level adjustments */
1924 if(disease->stats.wc) 2015 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2016 disease->stats.wc += dur_mod / 2;
1926 2017
1927 if(disease->magic> 0) 2018 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2019 disease->magic += dur_mod / 8;
1929 2020
1930 if(disease->stats.maxhp>0) 2021 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
1932 2023
1933 if(disease->stats.maxgrace>0) 2024 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2025 disease->stats.maxgrace += dur_mod;
1935 2026
1936 if(disease->stats.dam) { 2027 if (disease->stats.dam)
1937 if(disease->stats.dam > 0) 2028 {
1938 disease->stats.dam += dam_mod; 2029 if (disease->stats.dam > 0)
1939 else disease->stats.dam -= dam_mod; 2030 disease->stats.dam += dam_mod;
1940 } 2031 else
2032 disease->stats.dam -= dam_mod;
2033 }
1941 2034
1942 if(disease->last_sp) { 2035 if (disease->last_sp)
1943 disease->last_sp -= 2*dam_mod; 2036 {
1944 if(disease->last_sp <1) disease->last_sp = 1; 2037 disease->last_sp -= 2 * dam_mod;
1945 } 2038 if (disease->last_sp < 1)
2039 disease->last_sp = 1;
2040 }
1946 2041
1947 if(disease->stats.maxsp) { 2042 if (disease->stats.maxsp)
1948 if(disease->stats.maxsp > 0) 2043 {
1949 disease->stats.maxsp += dam_mod; 2044 if (disease->stats.maxsp > 0)
1950 else disease->stats.maxsp -= dam_mod; 2045 disease->stats.maxsp += dam_mod;
1951 } 2046 else
1952 2047 disease->stats.maxsp -= dam_mod;
2048 }
2049
1953 if(disease->stats.ac) 2050 if (disease->stats.ac)
1954 disease->stats.ac += dam_mod; 2051 disease->stats.ac += dam_mod;
1955 2052
1956 if(disease->last_eat) 2053 if (disease->last_eat)
1957 disease->last_eat -= dam_mod; 2054 disease->last_eat -= dam_mod;
1958 2055
1959 if(disease->stats.hp) 2056 if (disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2057 disease->stats.hp -= dam_mod;
1961 2058
1962 if(disease->stats.sp) 2059 if (disease->stats.sp)
1963 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
1964 2061
1965 if(infect_object(walk,disease,1)) { 2062 if (infect_object (walk, disease, 1))
1966 object *flash; /* visual effect for inflicting disease */ 2063 {
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1969 2065
1970 free_object(disease); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1972 flash->x = x; 2068 return 1;
1973 flash->y = y; 2069 }
1974 flash->map = walk->map; 2070
1975 insert_ob_in_map(flash,walk->map,op,0); 2071 disease->destroy (true);
1976 return 1; 2072 }
1977 } 2073 } /* if living creature */
1978 free_object(disease); 2074 } /* for range of spaces */
1979 } 2075
1980 } /* if living creature */
1981 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2077 return 1;
1984} 2078}

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