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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.56 by root, Sat May 17 01:05:57 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 1.2 2006/08/15 15:00:20 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 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);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* 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; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* 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 81 * 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. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 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 */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * 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 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 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) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 144
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 155 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
160} 158}
161 159
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
164 */ 162 */
165 163
164void
166void move_bolt(object *op) { 165move_bolt (object *op)
167 object *tmp; 166{
168 int mflags; 167 int mflags;
169 sint16 x, y; 168 sint16 x, y;
170 mapstruct *m; 169 maptile *m;
171 170
172 if(--(op->duration)<0) { 171 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 172 {
173 op->destroy ();
174 return;
175 }
176
177 hit_map(op,0,op->attacktype,1); 177 hit_map (op, 0, op->attacktype, 1);
178 178
179 if(!op->direction) 179 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 180 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 181
250 /* New forking code. Possibly create forks of this object 182 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 183 op->range = 0;
261 } /* copy object and move it along */ 184 else
262 } /* if move bolt along */ 185 {
186 x = op->x + DIRX (op);
187 y = op->y + DIRY (op);
188 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y);
190
191 if (mflags & P_OUT_OF_MAP)
192 return;
193
194 /* We are about to run into something - we may bounce */
195 /* Calling reflwall is pretty costly, as it has to look at all the objects
196 * on the space. So only call reflwall if we think the data it returns
197 * will be useful.
198 */
199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
200 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
202 return;
203
204 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling
207 * on the diagonal, it is trickier - eg, a bolt travelling
208 * northwest bounces different if it hits a north/south
209 * wall (bounces to northeast) vs an east/west (bounces
210 * to the southwest.
211 */
212 if (op->direction & 1)
213 op->direction = absdir (op->direction + 4);
214 else
215 {
216 int left, right;
217 int mflags;
218
219 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
220 * over a corner in a tiled map, it is possible that
221 * op->direction is within an adjacent map but either
222 * op->direction-1 or op->direction+1 does not exist.
223 */
224 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
226
227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228
229 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
232
233 if (left == right)
234 op->direction = absdir (op->direction + 4);
235 else if (left)
236 op->direction = absdir (op->direction + 2);
237 else if (right)
238 op->direction = absdir (op->direction - 2);
239 }
240
241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
242 return;
243 }
244 else
245 { /* Create a copy of this object and put it ahead */
246 object *tmp = op->clone ();
247
248 m->insert (tmp, x, y, op);
249 tmp->speed_left = -0.1f;
250 /* To make up for the decrease at the top of the function */
251 tmp->duration++;
252
253 /* New forking code. Possibly create forks of this object
254 * going off in other directions.
255 */
256 if (rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260
261 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward.
263 */
264 op->range = 0;
265 } /* copy object and move it along */
266 } /* if move bolt along */
263} 267}
264 268
265/* fire_bolt 269/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 270 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 271 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 273 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
271 * pointers. 275 * pointers.
272 */ 276 */
273 277int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
279{
275 object *tmp=NULL; 280 object *tmp = NULL;
276 int mflags; 281 int mflags;
277 282
278 if (!spob->other_arch) 283 if (!spob->other_arch)
279 return 0; 284 return 0;
280 285
281 tmp=arch_to_object(spob->other_arch); 286 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 287 if (tmp == NULL)
283 return 0; 288 return 0;
284 289
285 /* peterm: level dependency for bolts */ 290 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 292 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 293 if (spob->slaying)
294 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 295 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 297 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 298 tmp->stats.Con = spob->stats.Con;
293 299
294 tmp->direction=dir; 300 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 302 SET_ANIMATION (tmp, dir);
297 303
298 set_owner(tmp,op); 304 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
300 306
301 tmp->x=op->x + DIRX(tmp); 307 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 308 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 309 tmp->map = op->map;
304 310
311 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 313 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 314 {
315 tmp->destroy ();
316 return 0;
317 }
318
319 tmp->map = newmap;
320
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 324 {
325 tmp->destroy ();
313 return 0; 326 return 0;
314 } 327 }
315 tmp->x=op->x; 328
316 tmp->y=op->y; 329 tmp->x = op->x;
330 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 332 tmp->map = op->map;
319 } 333 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 336 move_bolt (tmp);
337
322 return 1; 338 return 1;
323} 339}
324
325
326 340
327/*************************************************************************** 341/***************************************************************************
328 * 342 *
329 * BULLET/BALL CODE 343 * BULLET/BALL CODE
330 * 344 *
331 ***************************************************************************/ 345 ***************************************************************************/
332 346
333/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 349 * At least that is what I think this does.
336 */ 350 */
351void
337void explosion(object *op) { 352explosion (object *op)
338 object *tmp; 353{
339 mapstruct *m=op->map; 354 maptile *m = op->map;
340 int i; 355 int i;
341 356
342 if(--(op->duration)<0) { 357 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 358 {
359 op->destroy ();
360 return;
361 }
362
347 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
348 364
349 if(op->range>0) { 365 if (op->range > 0)
350 for(i=1;i<9;i++) { 366 {
367 for (i = 1; i < 9; i++)
368 {
351 sint16 dx,dy; 369 sint16 dx, dy;
352 370
353 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
355 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 375 * out of map, etc.
357 */ 376 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 378 {
360 copy_object(op,tmp); 379 object *tmp = op->clone ();
361 tmp->state=0; 380
362 tmp->speed_left= -0.21; 381 tmp->state = 0;
363 tmp->range--; 382 tmp->speed_left = -0.21f;
364 tmp->value=0; 383 tmp->range--;
365 tmp->x=dx; 384 tmp->value = 0;
366 tmp->y=dy; 385
367 insert_ob_in_map(tmp,m,op,0); 386 m->insert (tmp, dx, dy, op);
387 }
388 }
368 } 389 }
369 }
370 }
371} 390}
372
373 391
374/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
376 * explode. 394 * explode.
377 */ 395 */
396void
378void explode_bullet(object *op) 397explode_bullet (object *op)
379{ 398{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 399 object *tmp, *owner;
382 400
383 if (op->other_arch == NULL) { 401 if (op->other_arch == NULL)
402 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 404 op->destroy ();
386 free_object (op); 405 return;
387 return;
388 } 406 }
389 407
390 if (op->env) { 408 if (op->env)
391 object *env; 409 {
410 object *env = op->outer_env ();
392 411
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 412 if (!env->map || out_of_map (env->map, env->x, env->y))
413 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 415 op->destroy ();
397 free_object (op);
398 return; 416 return;
399 } 417 }
400 remove_ob (op); 418
401 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 420 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 421 else if (out_of_map (op->map, op->x, op->y))
422 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 424 op->destroy ();
407 free_object (op); 425 return;
408 return;
409 } 426 }
410 427
428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
429 // NOTE: If this breaks something important: remove this. I can't think of anything
430 // bad at the moment that might happen from this.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 432 {
413 remove_ob (op); 433 op->destroy ();
414 free_object (op); 434 return;
435 }
436
437 if (op->attacktype)
438 {
439 hit_map (op, 0, op->attacktype, 1);
440 if (op->destroyed ())
415 return; 441 return;
416 } 442 }
417 443
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
426 446
427 copy_owner (tmp, op); 447 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 448 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 449
431 owner = get_owner(op); 450 owner = op->owner;
451
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 453 {
438 tmp->x = op->x; 454 op->destroy ();
439 tmp->y = op->y; 455 return;
456 }
440 457
441 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
460 {
443 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 462 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 463 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 464 tmp->duration = op->duration;
447 } else { 465 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 466 else
467 {
468 if (op->attacktype & AT_MAGIC)
469 tmp->attacktype |= AT_MAGIC;
470
449 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 475 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 476 * the count of the parent should work fine.
455 */ 477 */
456 tmp->stats.maxhp = op->count; 478 tmp->stats.maxhp = op->count;
457 } 479 }
458 480
459 /* Set direction of cone explosion */ 481 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 482 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
462 484
463 /* Prevent recursion */ 485 /* Prevent recursion */
464 op->move_on = 0; 486 op->move_on = 0;
465 487
466 insert_ob_in_map(tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
467 /* remove the firebullet */ 491 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 492 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 493}
473
474
475 494
476/* checks to see what op should do, given the space it is on 495/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 496 * (eg, explode, damage player, etc)
478 */ 497 */
479 498void
480void check_bullet(object *op) 499check_bullet (object *op)
481{ 500{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 501 object *tmp;
484 int dam, mflags; 502 int dam, mflags;
485 mapstruct *m; 503 maptile *m;
486 sint16 sx, sy; 504 sint16 sx, sy;
487 505
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 506 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 507
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 508 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 509 return;
492 510
493 if (op->other_arch) { 511 if (op->other_arch)
512 {
494 /* explode object will also remove op */ 513 /* explode object will also remove op */
495 explode_bullet (op); 514 explode_bullet (op);
496 return; 515 return;
497 } 516 }
498 517
499 /* If nothing alive on this space, no reason to do anything further */ 518 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 519 if (!(mflags & P_IS_ALIVE))
520 return;
501 521
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
503 { 523 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 525 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 528 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 529 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 530 {
512 free_object(op); 531 op->destroy ();
513 return; 532 return;
514 } 533 }
515 } 534 }
516 } 535 }
517 } 536 }
518} 537}
519
520 538
521/* Basically, we move 'op' one square, and if it hits something, 539/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 540 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 541 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 542 * fired arches (eg, bolts).
525 */ 543 */
526 544void
527void move_bullet(object *op) 545move_bullet (object *op)
528{ 546{
529 sint16 new_x, new_y; 547 sint16 new_x, new_y;
530 int mflags; 548 int mflags;
531 mapstruct *m; 549 maptile *m;
532 550
533#if 0 551#if 0
534 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
535 553
536 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
539 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
541 return; 560 return;
542 } /* end addition. */ 561 } /* end addition. */
543#endif 562#endif
544 563
545 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
547 if (op->other_arch) { 567 if (op->other_arch)
548 explode_bullet (op); 568 explode_bullet (op);
549 } else { 569 else
550 remove_ob (op); 570 op->destroy ();
551 free_object (op); 571
552 }
553 return; 572 return;
554 } 573 }
555 574
556 new_x = op->x + DIRX(op); 575 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 576 new_y = op->y + DIRY (op);
558 m = op->map; 577 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 579
561 if (mflags & P_OUT_OF_MAP) { 580 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 581 {
563 free_object (op); 582 op->destroy ();
564 return; 583 return;
565 } 584 }
566 585
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 586 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
587 {
568 if (op->other_arch) { 588 if (op->other_arch)
569 explode_bullet (op); 589 explode_bullet (op);
570 } else { 590 else
571 remove_ob (op); 591 op->destroy ();
572 free_object (op); 592
573 }
574 return; 593 return;
575 } 594 }
576 595
577 remove_ob (op); 596 if (!(op = m->insert (op, new_x, new_y, op)))
578 op->x = new_x;
579 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
581 return; 597 return;
582 598
583 if (reflwall (op->map, op->x, op->y, op)) { 599 if (reflwall (op->map, op->x, op->y, op))
600 {
584 op->direction = absdir (op->direction + 4); 601 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 602 update_turn_face (op);
586 } else { 603 }
604 else
587 check_bullet (op); 605 check_bullet (op);
588 }
589} 606}
590
591
592
593 607
594/* fire_bullet 608/* fire_bullet
595 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
598 * spob->attacktype. 612 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
600 * pointers. 614 * pointers.
601 */ 615 */
602 616int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 617fire_bullet (object *op, object *caster, int dir, object *spob)
618{
604 object *tmp=NULL; 619 object *tmp = NULL;
605 int mflags; 620 int mflags;
606 621
607 if (!spob->other_arch) 622 if (!spob->other_arch)
608 return 0; 623 return 0;
609 624
610 tmp=arch_to_object(spob->other_arch); 625 tmp = spob->other_arch->instance ();
611 if(tmp==NULL) 626 if (!tmp)
612 return 0; 627 return 0;
613 628
614 /* peterm: level dependency for bolts */ 629 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 630 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 631 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 632 if (spob->slaying)
633 tmp->slaying = spob->slaying;
618 634
619 tmp->range = 50; 635 tmp->range = 50;
620 636
621 /* Need to store duration/range for the ball to use */ 637 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 638 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 639 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 640 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 641
626 tmp->direction=dir; 642 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 643 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 644 SET_ANIMATION (tmp, dir);
629 645
630 set_owner(tmp,op); 646 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 647 set_spell_skill (op, caster, spob, tmp);
632 648
633 tmp->x=op->x + freearr_x[dir]; 649 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 650 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 651 tmp->map = op->map;
636 652
653 maptile *newmap;
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 655 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 656 {
657 tmp->destroy ();
658 return 0;
659 }
660
661 tmp->map = newmap;
662
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
664 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 666 {
667 tmp->destroy ();
645 return 0; 668 return 0;
646 } 669 }
647 tmp->x=op->x; 670
648 tmp->y=op->y; 671 tmp->x = op->x;
672 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 673 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 674 tmp->map = op->map;
651 } 675 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 676
677 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 678 check_bullet (tmp);
654 } 679
655 return 1; 680 return 1;
656} 681}
657
658
659
660 682
661/***************************************************************************** 683/*****************************************************************************
662 * 684 *
663 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
664 * 686 *
665 *****************************************************************************/ 687 *****************************************************************************/
666 688
667
668/* drops an object based on what is in the cone's "other_arch" */ 689/* drops an object based on what is in the cone's "other_arch" */
690void
669void cone_drop(object *op) { 691cone_drop (object *op)
692{
670 object *new_ob = arch_to_object(op->other_arch); 693 object *new_ob = arch_to_object (op->other_arch);
671 694
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 695 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 696 new_ob->set_owner (op->owner);
676 697
677 /* preserve skill ownership */ 698 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 699 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 700 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 701
681 } 702 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 703}
685 704
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 705/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 706
707void
688void move_cone(object *op) { 708move_cone (object *op)
709{
689 int i; 710 int i;
690 tag_t tag;
691 711
692 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 713 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 } 714 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0);
717 return;
718 }
700 719
701 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
722 {
703 hit_map(op,0,op->attacktype,0); 723 hit_map (op, 0, op->attacktype, 0);
704 return; 724 return;
705 } 725 }
706 726
707#if 0 727#if 0
708 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 729 * when their cone dies when they die.
710 */ 730 */
711 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 732 if (op->owner == NULL)
713 remove_ob(op); 733 {
714 free_object(op); 734 op->destroy ();
715 return; 735 return;
716 } 736 }
717#endif 737#endif
718 738
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 739 hit_map (op, 0, op->attacktype, 0);
721 740
722 /* Check to see if we should push anything. 741 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 742 * Spell objects with weight push whatever they encounter to some
724 * degree. 743 * degree.
725 */ 744 */
745 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 746 check_spell_knockback (op);
727 747
728 if (was_destroyed (op, tag)) 748 if (op->destroyed ())
749 return;
750
751 if ((op->duration--) < 0)
752 {
753 op->destroy ();
729 return; 754 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 755 }
736 /* Object has hit maximum range, so don't have it move 756 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 757 * any further. When the duration above expires,
738 * then the object will get removed. 758 * then the object will get removed.
739 */ 759 */
740 if (--op->range < 0) { 760 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 761 {
762 op->range = 0; /* just so it doesn't wrap */
763 return;
764 }
744 765
745 for(i= -1;i<2;i++) { 766 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 767 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 769
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 770 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 771 {
751 copy_object(op, tmp); 772 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 773
755 tmp->duration = op->duration + 1; 774 tmp->duration = op->duration + 1;
756 775
757 /* Use for spell tracking - see ok_to_put_more() */ 776 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 777 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 778
760 if (tmp->other_arch) cone_drop(tmp); 779 op->map->insert (tmp, x, y, op);
761 } 780
781 if (tmp->other_arch)
782 cone_drop (tmp);
783 }
762 } 784 }
763} 785}
764 786
765/* cast_cone: casts a cone spell. 787/* cast_cone: casts a cone spell.
766 * op: person firing the object. 788 * op: person firing the object.
768 * dir: direction to fire in. 790 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 791 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 792 * to fire.
771 * returns 0 on failure, 1 on success. 793 * returns 0 on failure, 1 on success.
772 */ 794 */
795int
773int cast_cone(object *op, object *caster,int dir, object *spell) 796cast_cone (object *op, object *caster, int dir, object *spell)
774{ 797{
775 object *tmp; 798 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 799 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 800 maptile *m;
778 sint16 sx, sy; 801 sint16 sx, sy;
779 MoveType movetype; 802 MoveType movetype;
780 803
781 if (!spell->other_arch) return 0; 804 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 805 return 0;
806
807 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 808 {
809 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
810 return 0;
811 }
789 812
790 if(!dir) { 813 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 814 {
815 range_min = 0;
816 range_max = 8;
817 }
794 818
795 /* Need to know what the movetype of the object we are about 819 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 820 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 821 * insert it into is blocked.
798 */ 822 */
799 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
800 824
801 for(i=range_min;i<=range_max;i++) { 825 for (i = range_min; i <= range_max; i++)
826 {
802 sint16 x,y, d; 827 sint16 x, y, d;
803 828
804 /* We can't use absdir here, because it never returns 829 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 830 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 831 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 832 * to hit that person.
808 */ 833 */
809 d = dir + i; 834 d = dir + i;
810 while (d < 0) d+=8; 835 while (d < 0)
811 while (d > 8) d-=8; 836 d += 8;
837 while (d > 8)
838 d -= 8;
812 839
813 /* If it's not a rune, we don't want to blast the caster. 840 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 844 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 845 * for the rune code.
819 */ 846 */
820 if (caster->type != RUNE && d==0) { 847 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 848 {
822 else continue; 849 if (dir != 0)
823 } 850 d = 8;
851 else
852 continue;
853 }
824 854
825 x = op->x+freearr_x[d]; 855 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 856 y = op->y + freearr_y[d];
827 857
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 858 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 859 continue;
830 860
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 862 continue;
833 863
834 success=1; 864 success = 1;
835 tmp=arch_to_object(spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 866 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 868 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 869 tmp->attacktype = spell->attacktype;
842 870
843 /* holy word stuff */ 871 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 873 if (!tailor_god_spell (tmp, op))
846 } 874 return 0;
847 875
848 if(dir) 876 if (dir)
849 tmp->stats.sp=dir; 877 tmp->stats.sp = dir;
850 else 878 else
851 tmp->stats.sp=i; 879 tmp->stats.sp = i;
852 880
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 881 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 882
855 /* If casting it in all directions, it doesn't go as far */ 883 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 884 if (dir == 0)
885 {
857 tmp->range /= 4; 886 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 887 if (tmp->range < 2 && spell->range >= 2)
859 } 888 tmp->range = 2;
889 }
890
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 891 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 892 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 893
863 /* Special bonus for fear attacks */ 894 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 895 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 896 {
866 else 897 if (caster->type == PLAYER)
898 tmp->duration += fear_bonus[caster->stats.Cha];
899 else
867 tmp->duration += caster->level/3; 900 tmp->duration += caster->level / 3;
868 } 901 }
902
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 903 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 904 {
871 else 905 if (caster->type == PLAYER)
906 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
907 else
872 tmp->duration += caster->level/3; 908 tmp->duration += caster->level / 3;
873 } 909 }
874 910
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 spell->other_arch->name);
879 913
880 if (!tmp->move_on && tmp->stats.dam) { 914 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 916
917 m->insert (tmp, sx, sy, op);
918
887 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 920 * a single space too many times.
889 */ 921 */
890 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
891 923
892 if(tmp->other_arch) cone_drop(tmp); 924 if (tmp->other_arch)
925 cone_drop (tmp);
893 } 926 }
927
894 return success; 928 return success;
895} 929}
896 930
897/**************************************************************************** 931/****************************************************************************
898 * 932 *
899 * BOMB related code 933 * BOMB related code
900 * 934 *
901 ****************************************************************************/ 935 ****************************************************************************/
902 936
903
904/* This handles an exploding bomb. 937/* This handles an exploding bomb.
905 * op is the original bomb object. 938 * op is the original bomb object.
906 */ 939 */
940void
907void animate_bomb(object *op) { 941animate_bomb (object *op)
908 int i; 942{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 944 return;
914 945
915 env = object_get_env_recursive(op); 946 object *env = op->outer_env ();
916 947
917 if (op->env) { 948 if (op->env)
949 {
918 if (env->map == NULL) 950 if (env->map == NULL)
919 return; 951 return;
920 952
921 if (env->type == PLAYER) 953 if (!(op = op->insert_at (env, op)))
922 esrv_del_item(env->contr, op->count); 954 return;
955 }
923 956
924 remove_ob(op); 957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
925 op->x = env->x; 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
926 op->y = env->y; 959 // as bombs can be carried.
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 960 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
961 {
962 op->destroy ();
928 return; 963 return;
929 } 964 }
930 965
931 /* This copies a lot of the code from the fire bullet, 966 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 968 * so just set up the appropriate values.
934 */ 969 */
935 at = find_archetype(SPLINT); 970 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 971 {
937 for(i=1;i<9;i++) { 972 for (int i = 1; i < 9; i++)
973 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 975 continue;
940 tmp = arch_to_object(at); 976
977 object *tmp = arch_to_object (at);
941 tmp->direction = i; 978 tmp->direction = i;
942 tmp->range = op->range; 979 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 981 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 983 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 984 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 985 tmp->skill = op->skill;
949 tmp->skill = add_refcount(op->skill); 986
987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
988 SET_ANIMATION (tmp, i);
989
990 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
991 move_bullet (tmp);
992 }
950 } 993 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i);
953 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0);
956 move_bullet(tmp);
957 }
958 }
959 994
960 explode_bullet(op); 995 explode_bullet (op);
961} 996}
962 997
998int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 999create_bomb (object *op, object *caster, int dir, object *spell)
964 1000{
965 object *tmp; 1001 object *tmp;
966 int mflags; 1002 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1004 maptile *m;
969 1005
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1007 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1008 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1009 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1010 return 0;
974 } 1011 }
1012
975 tmp=arch_to_object(spell->other_arch); 1013 tmp = arch_to_object (spell->other_arch);
976 1014
977 /* level dependencies for bomb */ 1015 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1017 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1018 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1019 tmp->attacktype = spell->attacktype;
982 1020
983 set_owner(tmp,op); 1021 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1022 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1023
986 tmp->y=dy; 1024 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1025 return 1;
989} 1026}
990 1027
991/**************************************************************************** 1028/****************************************************************************
992 * 1029 *
993 * smite related spell code. 1030 * smite related spell code.
1001 * dir is the direction to look in. 1038 * dir is the direction to look in.
1002 * range is how far out to look. 1039 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1040 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1041 * this info is used for blocked magic/unholy spaces.
1005 */ 1042 */
1006 1043object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1044get_pointed_target (object *op, int dir, int range, int type)
1045{
1008 object *target; 1046 object *target;
1009 sint16 x,y; 1047 sint16 x, y;
1010 int dist, mflags; 1048 int dist, mflags;
1011 mapstruct *mp; 1049 maptile *mp;
1012 1050
1013 if (dir==0) return NULL; 1051 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1052 return NULL;
1035}
1036 1053
1054 for (dist = 1; dist < range; dist++)
1055 {
1056 x = op->x + freearr_x[dir] * dist;
1057 y = op->y + freearr_y[dir] * dist;
1058 mp = op->map;
1059 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1060
1061 if (mflags & P_OUT_OF_MAP)
1062 return NULL;
1063 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1064 return NULL;
1065 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1066 return NULL;
1067 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1068 return NULL;
1069
1070 if (mflags & P_IS_ALIVE)
1071 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1072 if (QUERY_FLAG (target, FLAG_MONSTER))
1073 return target;
1074 }
1075
1076 return NULL;
1077}
1037 1078
1038/* cast_smite_arch() - the priest points to a creature and causes 1079/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1080 * a 'godly curse' to decend.
1040 * usual params - 1081 * usual params -
1041 * op = player 1082 * op = player
1042 * caster = object casting the spell. 1083 * caster = object casting the spell.
1043 * dir = direction being cast 1084 * dir = direction being cast
1044 * spell = spell object 1085 * spell = spell object
1045 */ 1086 */
1046 1087int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1088cast_smite_spell (object *op, object *caster, int dir, object *spell)
1089{
1048 object *effect, *target; 1090 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1091 object *god = find_god (determine_god (op));
1050 int range; 1092 int range;
1051 1093
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1094 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1095 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1096
1055 /* Bunch of conditions for casting this spell. Note that only 1097 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1098 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1099 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very 1100 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1101 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1102 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1103 * can't be friendly to your god.
1062 */ 1104 */
1063 1105
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1106 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1107 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1108 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1109 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1110 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1111 return 0;
1070 } 1112 }
1071 1113
1072 if (spell->other_arch) 1114 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1115 effect = arch_to_object (spell->other_arch);
1074 else 1116 else
1075 return 0; 1117 return 0;
1076 1118
1077 /* tailor the effect by priest level and worshipped God */ 1119 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1120 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1121 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1122 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1123 {
1081 if(tailor_god_spell(effect,op)) 1124 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1126 else
1127 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1128 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1129 return 0;
1087 } 1130 }
1088 } 1131 }
1089 1132
1090 /* size of the area of destruction */ 1133 /* size of the area of destruction */
1091 effect->range=spell->range + 1134 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1135 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1136
1096 if (effect->attacktype & AT_DEATH) { 1137 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1138 {
1098 SP_level_dam_adjust(caster,spell); 1139 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1140
1100 /* casting death spells at undead isn't a good thing */ 1141 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1142 if (QUERY_FLAG (target, FLAG_UNDEAD))
1143 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1144 if (random_roll (0, 2, op, PREFER_LOW))
1145 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1146 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1147 effect->x = op->x;
1105 effect->y=op->y; 1148 effect->y = op->y;
1106 } else { 1149 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1150 else
1108 query_name(target)); 1151 {
1152 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1153 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1154 effect->destroy ();
1111 return 0; 1155 return 0;
1156 }
1157 }
1112 } 1158 }
1113 } 1159 else
1114 } else { 1160 {
1115 /* how much woe to inflict :) */ 1161 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1162 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1163 }
1119 1164
1120 set_owner(effect,op); 1165 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1166 set_spell_skill (op, caster, spell, effect);
1122 1167
1123 /* ok, tell it where to be, and insert! */ 1168 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1169 effect->insert_at (target, op);
1125 effect->y=target->y; 1170
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1171 return 1;
1129} 1172}
1130
1131 1173
1132/**************************************************************************** 1174/****************************************************************************
1133 * 1175 *
1134 * MAGIC MISSILE code. 1176 * MAGIC MISSILE code.
1135 * note that the fire_bullet is used to fire the missile. The 1177 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1178 * code here is just to move the missile.
1137 ****************************************************************************/ 1179 ****************************************************************************/
1138 1180
1139/* op is a missile that needs to be moved */ 1181/* op is a missile that needs to be moved */
1182void
1140void move_missile(object *op) { 1183move_missile (object *op)
1184{
1141 int i, mflags; 1185 int i, mflags;
1142 object *owner; 1186 object *owner;
1143 sint16 new_x, new_y; 1187 sint16 new_x, new_y;
1144 mapstruct *m; 1188 maptile *m;
1145 1189
1146 if (op->range-- <=0) { 1190 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1191 {
1192 op->destroy ();
1193 return;
1194 }
1151 1195
1152 owner = get_owner(op); 1196 owner = op->owner;
1153#if 0 1197#if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by 1198 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive 1199 * monster that are then killed would continue to survive
1156 */ 1200 */
1157 if (owner == NULL) { 1201 if (owner == NULL)
1158 remove_ob(op); 1202 {
1159 free_object(op); 1203 op->destroy ();
1160 return; 1204 return;
1161 } 1205 }
1162#endif 1206#endif
1163 1207
1164 new_x = op->x + DIRX(op); 1208 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1209 new_y = op->y + DIRY (op);
1166 1210
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1168 1212
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1213 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1171 tag_t tag = op->count; 1214 {
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1175 */ 1218 */
1176 if ( ! was_destroyed (op, tag)) { 1219 if (!op->destroyed ())
1177 remove_ob (op); 1220 op->destroy ();
1178 free_object(op);
1179 }
1180 return;
1181 }
1182 1221
1183 remove_ob(op); 1222 return;
1223 }
1224
1225 op->remove ();
1226
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1227 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1228 {
1188 op->x = new_x; 1229 op->destroy ();
1189 op->y = new_y; 1230 return;
1190 op->map = m; 1231 }
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1232
1233 i = spell_find_dir (m, new_x, new_y, op->owner);
1192 if(i > 0 && i != op->direction){ 1234 if (i > 0 && i != op->direction)
1235 {
1193 op->direction=i; 1236 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1237 SET_ANIMATION (op, op->direction);
1195 } 1238 }
1196 insert_ob_in_map(op,op->map,op,0); 1239
1240 m->insert (op, new_x, new_y, op);
1197} 1241}
1198 1242
1199/**************************************************************************** 1243/****************************************************************************
1200 * Destruction 1244 * Destruction
1201 ****************************************************************************/ 1245 ****************************************************************************/
1246
1202/* make_object_glow() - currently only makes living objects glow. 1247/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1248 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1249 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1250 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1251 * give them the capability to have an inventory. b.t.
1207 */ 1252 */
1208 1253int
1209int make_object_glow(object *op, int radius, int time) { 1254make_object_glow (object *op, int radius, int time)
1210 object *tmp; 1255{
1211
1212 /* some things are unaffected... */ 1256 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1257 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1258 return 0;
1215 1259
1216 tmp=get_archetype(FORCE_NAME); 1260 object *tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1261 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1262 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1263 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1264 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1266 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1267
1224 tmp->x=op->x;
1225 tmp->y=op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1268 tmp = insert_ob_in_ob (tmp, op);
1269
1228 if (tmp->glow_radius > op->glow_radius) 1270 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1271 op->glow_radius = tmp->glow_radius;
1230 1272
1231 if(!tmp->env||op!=tmp->env) {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1233 op->name);
1234 return 0;
1235 }
1236 return 1; 1273 return 1;
1237} 1274}
1238 1275
1239 1276int
1240
1241
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1277cast_destruction (object *op, object *caster, object *spell_ob)
1278{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1279 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1280 sint16 sx, sy;
1245 mapstruct *m; 1281 maptile *m;
1246 object *tmp; 1282 object *tmp;
1247 const char *skill; 1283 const char *skill;
1248 1284
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1285 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1286 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1287 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1288 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1289 friendly = 1;
1253 1290
1254 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1293 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1294 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1295 * the full share string/free_string route.
1259 */ 1296 */
1260 skill = op->skill; 1297 skill = op->skill;
1298 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1299 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1300 else if (caster->skill)
1301 op->skill = caster->skill;
1302 else
1263 else op->skill = NULL; 1303 op->skill = NULL;
1264 1304
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1305 op->change_skill (find_skill_by_name (op, op->skill));
1266 1306
1267 for(i= -range; i<range; i++) { 1307 for (i = -range; i < range; i++)
1308 {
1268 for(j=-range; j<range ; j++) { 1309 for (j = -range; j < range; j++)
1310 {
1269 m = op->map; 1311 m = op->map;
1270 sx = op->x + i; 1312 sx = op->x + i;
1271 sy = op->y + j; 1313 sy = op->y + j;
1314
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1315 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1316 if (mflags & P_OUT_OF_MAP)
1317 continue;
1318
1274 if (mflags & P_IS_ALIVE) { 1319 if (mflags & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1320 {
1321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1322 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1323 break;
1278 if (tmp) {
1279 if (tmp->head) tmp=tmp->head;
1280 1324
1325 if (tmp)
1326 {
1327 if (tmp->head)
1328 tmp = tmp->head;
1329
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1330 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1332 {
1333 if (spell_ob->subtype == SP_DESTRUCTION)
1334 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1336 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1287 tmp->x = sx; 1338 }
1288 tmp->y = sy; 1339 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1289 insert_ob_in_map(tmp, m, op, 0); 1340 {
1290 }
1291 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1293 tmp->resist[ATNR_MAGIC]!=100) {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1341 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1296 effect->x = sx; 1343 }
1297 effect->y = sy; 1344 }
1298 insert_ob_in_map(effect, m, op, 0); 1345 }
1299 } 1346 }
1300 } 1347 }
1301 }
1302 }
1303 } 1348 }
1304 } 1349
1305 }
1306 op->skill = skill; 1350 op->skill = skill;
1307 return 1; 1351 return 1;
1308} 1352}
1309 1353
1310/*************************************************************************** 1354/***************************************************************************
1311 * 1355 *
1312 * CURSE 1356 * CURSE
1313 * 1357 *
1314 ***************************************************************************/ 1358 ***************************************************************************/
1315 1359
1360int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1361cast_curse (object *op, object *caster, object *spell_ob, int dir)
1362{
1317 object *god = find_god(determine_god(op)); 1363 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1364 object *tmp, *force;
1319 1365
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1366 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1367 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1368 {
1369 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1370 return 0;
1371 }
1327 1372
1373 tmp = tmp->head_ ();
1374
1328 /* If we've already got a force of this type, don't add a new one. */ 1375 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1376 for (force = tmp->inv; force; force = force->below)
1377 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1378 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1379 {
1331 if (force->name == spell_ob->name) { 1380 if (force->name == spell_ob->name)
1332 break; 1381 {
1333 } 1382 break;
1383 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1384 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1385 {
1336 "You can not cast %s while %s is in effect", 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1387 return 0;
1338 return 0; 1388 }
1389 }
1339 } 1390 }
1340 } 1391
1392 if (!force)
1341 } 1393 {
1342
1343 if(force==NULL) {
1344 force=get_archetype(FORCE_NAME); 1394 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1395 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name); 1396
1347 if (spell_ob->race) 1397 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1398 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1399 else
1400 force->name = spell_ob->name;
1401
1402 force->name_pl = spell_ob->name;
1403
1404 }
1405 else
1406 {
1355 int duration; 1407 int duration;
1356 1408
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1409 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1410 if (duration > force->duration)
1411 {
1359 force->duration = duration; 1412 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1414 }
1415 else
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1417
1364 return 1; 1418 return 1;
1365 } 1419 }
1420
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1421 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1422 force->speed = 1.f;
1368 force->speed_left = -1.0; 1423 force->speed_left = -1.f;
1369 SET_FLAG(force, FLAG_APPLIED); 1424 SET_FLAG (force, FLAG_APPLIED);
1370 1425
1371 if(god) { 1426 if (god)
1427 {
1372 if (spell_ob->last_grace) 1428 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1429 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1430 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1431 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1432 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1433 }
1378 } else 1434 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1436
1381 1437
1382 if(tmp!=op && op->type==PLAYER) 1438 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1439 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1440
1385 force->stats.ac = spell_ob->stats.ac; 1441 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1442 force->stats.wc = spell_ob->stats.wc;
1387 1443
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1444 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1445 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1446 tmp->update_stats ();
1391 return 1; 1447 return 1;
1392 1448
1393} 1449}
1394
1395 1450
1396/********************************************************************** 1451/**********************************************************************
1397 * mood change 1452 * mood change
1398 * Arguably, this may or may not be an attack spell. But since it 1453 * Arguably, this may or may not be an attack spell. But since it
1399 * effects monsters, it seems best to put it into this file 1454 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/ 1455 ***********************************************************************/
1401 1456
1402/* This covers the various spells that change the moods of monsters - 1457/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1458 * makes them angry, peacful, friendly, etc.
1404 */ 1459 */
1460int
1405int mood_change(object *op, object *caster, object *spell) { 1461mood_change (object *op, object *caster, object *spell)
1462{
1406 object *tmp, *god, *head; 1463 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1464 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1465 sint16 x, y, nx, ny;
1409 mapstruct *m; 1466 maptile *m;
1410 const char *race; 1467 const char *race;
1411 1468
1412 /* We precompute some values here so that we don't have to keep 1469 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1470 * doing it over and over again.
1414 */ 1471 */
1415 god=find_god(determine_god(op)); 1472 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1473 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1474 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1475
1419 /* On the bright side, no monster should ever have a race of GOD_... 1476 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1477 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1478 * won't ever match anything.
1422 */ 1479 */
1423 if (!spell->race) race=NULL; 1480 if (!spell->race)
1481 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1482 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1483 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1484 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1485 race = god->race;
1486 else
1426 else race = spell->race; 1487 race = spell->race;
1427
1428 1488
1429 for (x = op->x - range; x <= op->x + range; x++) 1489 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1490 for (y = op->y - range; y <= op->y + range; y++)
1431 1491 {
1432 done_one=0; 1492 done_one = 0;
1433 m = op->map; 1493 m = op->map;
1434 nx = x; 1494 nx = x;
1435 ny = y; 1495 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1496 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1497 if (mflags & P_OUT_OF_MAP)
1498 continue;
1438 1499
1439 /* If there is nothing living on this space, no need to go further */ 1500 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1501 if (!(mflags & P_IS_ALIVE))
1502 continue;
1441 1503
1504 // players can only affect spaces that they can actually see
1505 if (caster && caster->contr
1506 && caster->contr->visibility_at (m, nx, ny) < 70)
1507 continue;
1508
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1509 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1510 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1511 break;
1444 1512
1445 /* There can be living objects that are not monsters */ 1513 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1514 if (!tmp || tmp->type == PLAYER)
1515 continue;
1447 1516
1448 /* Only the head has meaningful data, so resolve to that */ 1517 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1518 if (tmp->head)
1450 else head=tmp; 1519 head = tmp->head;
1520 else
1521 head = tmp;
1451 1522
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1523 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1524 if (race && head->race && !strstr (race, head->race))
1525 continue;
1526
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1527 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1528 continue;
1455 1529
1456 /* Now do a bunch of stuff related to saving throws */ 1530 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1531 best_at = -1;
1458 if (spell->attacktype) { 1532 if (spell->attacktype)
1533 {
1459 for (at=0; at < NROFATTACKS; at++) 1534 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1535 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1536 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1537 best_at = at;
1462 1538
1463 if (best_at == -1) at=0; 1539 if (best_at == -1)
1540 at = 0;
1464 else { 1541 else
1542 {
1465 if (head->resist[best_at] == 100) continue; 1543 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1544 continue;
1467 } 1545 else
1546 at = head->resist[best_at] / 5;
1547 }
1468 at -= level / 5; 1548 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1549 if (did_make_save (head, head->level, at))
1470 } 1550 continue;
1551 }
1471 else /* spell->attacktype */ 1552 else /* spell->attacktype */
1553 {
1472 /* 1554 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1555 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1556 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1557 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1558
1477 The chance will then be in the range [20-70] percent, not too bad. 1559 The chance will then be in the range [20-70] percent, not too bad.
1478 1560
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1561 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1562 charm a level 125 monster...
1481 1563
1482 Ryo, august 14th 1564 Ryo, august 14th
1483 */ 1565 */
1484 {
1485 if ( head->level > level ) continue; 1566 if (head->level > level)
1567 continue;
1568
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1569 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1570 /* Failed, no effect */
1488 continue; 1571 continue;
1489 } 1572 }
1490 1573
1491 /* Done with saving throw. Now start effecting the monster */ 1574 /* Done with saving throw. Now start affecting the monster */
1492 1575
1493 /* aggravation */ 1576 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1577 if (QUERY_FLAG (spell, FLAG_MONSTER))
1578 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1579 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1580 remove_friendly_object (head);
1581 done_one = 1;
1582 head->enemy = op;
1583 }
1498 1584
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */ 1585 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1586 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1587 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1588 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1589 head->enemy = NULL;
1507 done_one = 1; 1590 done_one = 1;
1508 } 1591 }
1509 1592
1510 /* berserk monsters */ 1593 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1594 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1595 {
1512 SET_FLAG(head, FLAG_BERSERK); 1596 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1597 done_one = 1;
1514 } 1598 }
1599
1515 /* charm */ 1600 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1602 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontrolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1606 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1609 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1611 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1612 head->attack_movement = PETMOVE;
1526 done_one = 1; 1613 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1614 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1615 head->stats.exp = 0;
1529 } 1616 }
1530 1617
1531 /* If a monster was effected, put an effect in */ 1618 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1619 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx; 1621 } /* for y */
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 }
1538 } /* for y */
1539 1622
1540 return 1; 1623 return 1;
1541} 1624}
1542 1625
1543 1626
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1627/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1628 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1629 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1630 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1631 * note that duration is handled by process_object() in time.c
1549 */ 1632 */
1550 1633
1634void
1551void move_ball_spell(object *op) { 1635move_ball_spell (object *op)
1636{
1552 int i,j,dam_save,dir, mflags; 1637 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1638 sint16 nx, ny, hx, hy;
1554 object *owner; 1639 object *owner;
1555 mapstruct *m; 1640 maptile *m;
1556 1641
1557 owner = get_owner(op); 1642 owner = op->owner;
1558 1643
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1644 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1645 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1646 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1647 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1648 * deviations.
1564 */ 1649 */
1565 1650
1566 dir = 0; 1651 dir = 0;
1567 if(!(rndm(0, 3))) 1652 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1653 j = rndm (0, 1);
1569 else j=0; 1654 else
1655 j = 0;
1570 1656
1571 for(i = 1; i < 9; i++) { 1657 for (i = 1; i < 9; i++)
1658 {
1572 /* i bit 0: alters sign of offset 1659 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1660 * other bits (i / 2): absolute value of offset
1574 */ 1661 */
1575 1662
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1663 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1664 int tmpdir = absdir (op->direction + offset);
1578 1665
1579 nx = op->x + freearr_x[tmpdir]; 1666 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1667 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1668 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))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1669 {
1583 dir = tmpdir; 1670 dir = tmpdir;
1584 break; 1671 break;
1585 } 1672 }
1586 } 1673 }
1587 if (dir == 0) { 1674 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1675 {
1676 nx = op->x;
1677 ny = op->y;
1678 m = op->map;
1679 }
1592 1680
1593 remove_ob(op); 1681 m->insert (op, nx, ny, op);
1594 op->y=ny; 1682
1595 op->x=nx;
1596 insert_ob_in_map(op,m,op,0);
1597
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1683 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1684 surrounding squares */
1600 1685
1601 /* loop over current square and neighbors to hit. 1686 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1687 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1688 * the surround spaces.
1604 */ 1689 */
1605 for(j=0;j<9;j++) { 1690 for (j = 0; j < 9; j++)
1606 object *new_ob; 1691 {
1607
1608 hx = nx+freearr_x[j]; 1692 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1693 hy = ny + freearr_y[j];
1610 1694
1611 m = op->map; 1695 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1697
1614 if (mflags & P_OUT_OF_MAP) continue; 1698 if (mflags & P_OUT_OF_MAP)
1699 continue;
1615 1700
1616 /* first, don't ever, ever hit the owner. Don't hit out 1701 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1702 * of the map either.
1618 */ 1703 */
1619 1704
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1705 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1706 {
1707 if (j)
1708 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1709 hit_map (op, j, op->attacktype, 1);
1623 1710
1624 } 1711 }
1625 1712
1626 /* insert the other arch */ 1713 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1714 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1628 new_ob = arch_to_object(op->other_arch); 1715 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1629 new_ob->x = hx;
1630 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0);
1632 }
1633 } 1716 }
1634 1717
1635 /* restore to the center location and damage*/ 1718 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1719 op->stats.dam = dam_save;
1637 1720
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1721 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1722
1640 if(i>=0) { /* we have a preferred direction! */ 1723 if (i >= 0)
1724 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1725 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1726 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1727 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1728 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1729
1646 op->direction=i; 1730 op->direction = i;
1647 } 1731 }
1648} 1732}
1649 1733
1650
1651/* move_swarm_spell: peterm 1734/* move_swarm_spell: peterm
1652 * This is an implementation of the swarm spell. It was written for 1735 * This is an implementation of the swarm spell. It was written for
1653 * meteor swarm, but it could be used for any swarm. A swarm spell 1736 * meteor swarm, but it could be used for any swarm. A swarm spell
1654 * is a special type of object that casts swarms of other types 1737 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1738 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1739 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1740 */
1658 1741void
1659void move_swarm_spell(object *op) 1742move_swarm_spell (object *op)
1660{ 1743{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1744#if 0
1683 // this is bogus: it causes wrong places to be checked below 1745 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1746 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1747 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1748 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1749 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1750#endif
1751 object *owner = op->env;
1730 1752
1753 if (!op->duration || !owner->is_on_map ())
1754 {
1755 op->destroy ();
1756 return;
1757 }
1758
1759 op->duration--;
1760
1761 int basedir = op->direction;
1762 if (!basedir)
1763 /* spray in all directions! 8) */
1764 basedir = 1 + (op->facing += op->state) % 8;
1765
1766#if 0
1767 // this is bogus: it causes wrong places to be checked below
1768 // (a wall 2 cells away will block the effect...) and
1769 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1770 // space.
1771 // should be fixed later, but correctness before features...
1772 // (schmorp)
1773
1774 /* new offset calculation to make swarm element distribution
1775 * more uniform
1776 */
1777 if (op->duration)
1778 {
1779 if (basedir & 1)
1780 {
1781 adjustdir = cardinal_adjust[rndm (0, 8)];
1782 }
1783 else
1784 {
1785 adjustdir = diagonal_adjust[rndm (0, 9)];
1786 }
1787 }
1788 else
1789 {
1790 adjustdir = 0; /* fire the last one from forward. */
1791 }
1792
1793 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1794 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1795
1796 /* back up one space so we can hit point-blank targets, but this
1797 * necessitates extra out_of_map check below
1798 */
1799 origin_x = target_x - freearr_x[basedir];
1800 origin_y = target_y - freearr_y[basedir];
1801
1802
1731 /* spell pointer is set up for the spell this casts. Since this 1803 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1804 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1805 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1806 * do some sanity checking anyways.
1735 */ 1807 */
1808
1809 if (op->spell && op->spell->type == SPELL &&
1810 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1811 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1812 {
1813
1814 /* Bullet spells have a bunch more customization that needs to be done */
1815 if (op->spell->subtype == SP_BULLET)
1816 fire_bullet (owner, op, basedir, op->spell);
1817 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1818 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1819 }
1820#endif
1821
1822 /* spell pointer is set up for the spell this casts. Since this
1823 * should just be a pointer to the spell in some inventory,
1824 * it is unlikely to disappear by the time we need it. However,
1825 * do some sanity checking anyways.
1826 */
1827
1737 if (op->spell && op->spell->type == SPELL) 1828 if (op->spell && op->spell->type == SPELL)
1738 { 1829 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1830 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1831 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1832 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1833 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1834 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1744 } 1835 }
1745} 1836}
1746
1747
1748
1749 1837
1750/* fire_swarm: 1838/* fire_swarm:
1751 * The following routine creates a swarm of objects. It actually 1839 * The following routine creates a swarm of objects. It actually
1752 * sets up a specific swarm object, which then fires off all 1840 * sets up a specific swarm object, which then fires off all
1753 * the parts of the swarm. 1841 * the parts of the swarm.
1756 * caster: the caster (owner, wand, rod, scroll) 1844 * caster: the caster (owner, wand, rod, scroll)
1757 * dir: the direction everything will be fired in 1845 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1846 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1847 * n: the number to be fired.
1760 */ 1848 */
1761 1849int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1850fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1851{
1764 object *tmp;
1765 int i;
1766
1767 if (!spell->other_arch) return 0; 1852 if (!spell->other_arch)
1853 return 0;
1768 1854
1769 tmp=get_archetype(SWARM_SPELL); 1855 object *tmp = archetype::get (SWARM_SPELL);
1770 tmp->x=op->x;
1771 tmp->y=op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1773 set_spell_skill(op, caster, spell, tmp); 1856 set_spell_skill (op, caster, spell, tmp);
1774
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1857 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1858 tmp->spell = spell->other_arch->instance ();
1777
1778 tmp->attacktype = tmp->spell->attacktype; 1859 tmp->attacktype = tmp->spell->attacktype;
1779 1860
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1861 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1862 if (!tailor_god_spell (tmp, op))
1782 return 1; 1863 return 1;
1783 } 1864
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1865 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1866 for (int i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1867 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1868
1788 tmp->direction=dir; 1869 tmp->direction = dir;
1789 tmp->invisible=1; 1870 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1871 tmp->facing = rndm (8); // initial firing direction
1872 tmp->state = rndm (4) * 2 + 1; // direction increment
1873
1874 op->insert (tmp);
1875
1791 return 1; 1876 return 1;
1792} 1877}
1793
1794 1878
1795/* See the spells documentation file for why this is its own 1879/* See the spells documentation file for why this is its own
1796 * function. 1880 * function.
1797 */ 1881 */
1882int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1883cast_light (object *op, object *caster, object *spell, int dir)
1884{
1799 object *target=NULL,*tmp=NULL; 1885 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1886 sint16 x, y;
1801 int dam, mflags; 1887 int dam, mflags;
1802 mapstruct *m; 1888 maptile *m;
1803 1889
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1890 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1891
1806 if(!dir) { 1892 if (!dir)
1893 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1894 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 1895 return 0;
1809 } 1896 }
1810 1897
1811 x=op->x+freearr_x[dir]; 1898 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1899 y = op->y + freearr_y[dir];
1813 m = op->map; 1900 m = op->map;
1814 1901
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1902 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1903
1817 if (mflags & P_OUT_OF_MAP) { 1904 if (mflags & P_OUT_OF_MAP)
1905 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1906 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1907 return 0;
1820 } 1908 }
1821 1909
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1910 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 1911 {
1912 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1913 if (QUERY_FLAG (target, FLAG_MONSTER))
1914 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1915 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1916 if (target->head)
1917 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1918 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1919 return 1; /* one success only! */
1920 }
1829 } 1921 }
1830 }
1831 1922
1832 /* no live target, perhaps a wall is in the way? */ 1923 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1924 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1925 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1926 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 1927 return 0;
1836 } 1928 }
1837 1929
1838 /* ok, looks groovy to just insert a new light on the map */ 1930 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 1931 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1932 if (!tmp)
1933 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1934 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1935 return 0;
1843 } 1936 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1937 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 1938 if (tmp->glow_radius)
1939 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1940 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1941 if (tmp->glow_radius > MAX_LIGHT_RADII)
1942 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 1943 }
1849 tmp->x=x; 1944
1850 tmp->y=y; 1945 m->insert (tmp, x, y, op);
1851 insert_ob_in_map(tmp,m,op,0);
1852 return 1; 1946 return 1;
1853} 1947}
1854
1855
1856
1857 1948
1858/* cast_cause_disease: this spell looks along <dir> from the 1949/* cast_cause_disease: this spell looks along <dir> from the
1859 * player and infects someone. 1950 * player and infects someone.
1860 * op is the player/monster, caster is the object, dir is the direction 1951 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 1952 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 1953 * perhaps this should actually be in disease.c?
1863 */ 1954 */
1864 1955int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1956cast_cause_disease (object *op, object *caster, object *spell, int dir)
1957{
1866 sint16 x,y; 1958 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 1959 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 1960 object *walk;
1869 mapstruct *m; 1961 maptile *m;
1870 1962
1871 x = op->x; 1963 x = op->x;
1872 y = op->y; 1964 y = op->y;
1873 1965
1874 /* If casting from a scroll, no direction will be available, so refer to the 1966 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 1967 * direction the player is pointing.
1876 */ 1968 */
1969 if (!dir)
1877 if (!dir) dir=op->facing; 1970 dir = op->facing;
1971
1972 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1973 return 0; /* won't find anything if casting on ourself, so just return */
1879 1974
1880 /* Calculate these once here */ 1975 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 1976 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 1977 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 1978 dur_mod = SP_level_duration_adjust (caster, spell);
1884 1979
1885 /* search in a line for a victim */ 1980 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 1981 for (i = 1; i < range; i++)
1982 {
1887 x = op->x + i * freearr_x[dir]; 1983 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 1984 y = op->y + i * freearr_y[dir];
1889 m = op->map; 1985 m = op->map;
1890 1986
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 1987 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 1988
1893 if (mflags & P_OUT_OF_MAP) return 0; 1989 if (mflags & P_OUT_OF_MAP)
1990 return 0;
1894 1991
1895 /* don't go through walls - presume diseases are airborne */ 1992 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1993 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1994 return 0;
1897 1995
1898 /* Only bother looking on this space if there is something living here */ 1996 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 1997 if (mflags & P_IS_ALIVE)
1998 {
1900 /* search this square for a victim */ 1999 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2000 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2001 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2002 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2003 object *disease = arch_to_object (spell->other_arch);
1904 2004
1905 set_owner(disease,op); 2005 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 2006 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2007 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2008 disease->level = caster_level (caster, spell);
1909 2009
1910 /* do level adjustments */ 2010 /* do level adjustments */
1911 if(disease->stats.wc) 2011 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2012 disease->stats.wc += dur_mod / 2;
1913 2013
1914 if(disease->magic> 0) 2014 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2015 disease->magic += dur_mod / 8;
1916 2016
1917 if(disease->stats.maxhp>0) 2017 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2018 disease->stats.maxhp += dur_mod;
1919 2019
1920 if(disease->stats.maxgrace>0) 2020 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2021 disease->stats.maxgrace += dur_mod;
1922 2022
1923 if(disease->stats.dam) { 2023 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2024 {
1925 disease->stats.dam += dam_mod; 2025 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2026 disease->stats.dam += dam_mod;
1927 } 2027 else
2028 disease->stats.dam -= dam_mod;
2029 }
1928 2030
1929 if(disease->last_sp) { 2031 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2032 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2033 disease->last_sp -= 2 * dam_mod;
1932 } 2034 if (disease->last_sp < 1)
2035 disease->last_sp = 1;
2036 }
1933 2037
1934 if(disease->stats.maxsp) { 2038 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2039 {
1936 disease->stats.maxsp += dam_mod; 2040 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2041 disease->stats.maxsp += dam_mod;
1938 } 2042 else
1939 2043 disease->stats.maxsp -= dam_mod;
2044 }
2045
1940 if(disease->stats.ac) 2046 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2047 disease->stats.ac += dam_mod;
1942 2048
1943 if(disease->last_eat) 2049 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2050 disease->last_eat -= dam_mod;
1945 2051
1946 if(disease->stats.hp) 2052 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2053 disease->stats.hp -= dam_mod;
1948 2054
1949 if(disease->stats.sp) 2055 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2056 disease->stats.sp -= dam_mod;
1951 2057
1952 if(infect_object(walk,disease,1)) { 2058 if (infect_object (walk, disease, 1))
1953 object *flash; /* visual effect for inflicting disease */ 2059 {
1954
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2060 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2061
1957 free_object(disease); /* don't need this one anymore */ 2062 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2063 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1959 flash->x = x; 2064 return 1;
1960 flash->y = y; 2065 }
1961 flash->map = walk->map; 2066
1962 insert_ob_in_map(flash,walk->map,op,0); 2067 disease->destroy ();
1963 return 1; 2068 }
1964 } 2069 } /* if living creature */
1965 free_object(disease); 2070 } /* for range of spaces */
1966 } 2071
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2072 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2073 return 1;
1971} 2074}

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