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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 1.58 by root, Sat May 17 14:57:23 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 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
104/*************************************************************************** 103/***************************************************************************
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 134 return;
135 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 141
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 154 update_turn_face (new_bolt);
160} 155}
161 156
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
164 */ 159 */
165 160void
166void move_bolt(object *op) { 161move_bolt (object *op)
167 object *tmp; 162{
168 int mflags; 163 int mflags;
169 sint16 x, y; 164 sint16 x, y;
170 mapstruct *m; 165 maptile *m;
171 166
172 if(--(op->duration)<0) { 167 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 168 {
169 op->destroy ();
170 return;
171 }
172
177 hit_map(op,0,op->attacktype,1); 173 hit_map (op, 0, op->attacktype, 1);
178 174
179 if(!op->direction) 175 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; 176 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++;
249 177
250 /* New forking code. Possibly create forks of this object 178 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; 179 op->range = 0;
261 } /* copy object and move it along */ 180 else
262 } /* if move bolt along */ 181 {
182 x = op->x + DIRX (op);
183 y = op->y + DIRY (op);
184 m = op->map;
185 mflags = get_map_flags (m, &m, x, y, &x, &y);
186
187 if (mflags & P_OUT_OF_MAP)
188 return;
189
190 /* We are about to run into something - we may bounce */
191 /* Calling reflwall is pretty costly, as it has to look at all the objects
192 * on the space. So only call reflwall if we think the data it returns
193 * will be useful.
194 */
195 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
196 {
197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
198 return;
199
200 /* Since walls don't run diagonal, if the bolt is in
201 * one of 4 main directions, it just reflects back in the
202 * opposite direction. However, if the bolt is travelling
203 * on the diagonal, it is trickier - eg, a bolt travelling
204 * northwest bounces different if it hits a north/south
205 * wall (bounces to northeast) vs an east/west (bounces
206 * to the southwest.
207 */
208 if (op->direction & 1)
209 op->direction = absdir (op->direction + 4);
210 else
211 {
212 int left, right;
213 int mflags;
214
215 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
216 * over a corner in a tiled map, it is possible that
217 * op->direction is within an adjacent map but either
218 * op->direction-1 or op->direction+1 does not exist.
219 */
220 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
221 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
222
223 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
224
225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
226 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
227 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228
229 if (left == right)
230 op->direction = absdir (op->direction + 4);
231 else if (left)
232 op->direction = absdir (op->direction + 2);
233 else if (right)
234 op->direction = absdir (op->direction - 2);
235 }
236
237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return;
239 }
240 else
241 { /* Create a copy of this object and put it ahead */
242 object *tmp = op->clone ();
243
244 m->insert (tmp, x, y, op);
245 tmp->speed_left = -0.1f;
246 /* To make up for the decrease at the top of the function */
247 tmp->duration++;
248
249 /* New forking code. Possibly create forks of this object
250 * going off in other directions.
251 */
252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
253 forklightning (op, tmp); /* stats.Dex % of forking */
254
255 /* In this way, the object left behind sticks on the space, but
256 * doesn't create any bolts that continue to move onward.
257 */
258 op->range = 0;
259 } /* copy object and move it along */
260 } /* if move bolt along */
263} 261}
264 262
265/* fire_bolt 263/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 264 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 265 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 266 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 267 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 268 * This function sets up the appropriate owner and skill
271 * pointers. 269 * pointers.
272 */ 270 */
273 271int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 272fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
273{
275 object *tmp=NULL; 274 object *tmp = NULL;
276 int mflags; 275 int mflags;
277 276
278 if (!spob->other_arch) 277 if (!spob->other_arch)
279 return 0; 278 return 0;
280 279
281 tmp=arch_to_object(spob->other_arch); 280 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 281 if (tmp == NULL)
283 return 0; 282 return 0;
284 283
285 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 287
288 if (spob->slaying)
289 tmp->slaying = spob->slaying;
290
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
293 295
294 tmp->direction=dir; 296 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 297 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 298 SET_ANIMATION (tmp, dir);
297 299
298 set_owner(tmp,op); 300 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 301 set_spell_skill (op, caster, spob, tmp);
300 302
301 tmp->x=op->x + DIRX(tmp); 303 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 304 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 305 tmp->map = op->map;
304 306
307 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 308 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 309 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 310 {
311 tmp->destroy ();
312 return 0;
313 }
314
315 tmp->map = newmap;
316
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 317 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
318 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 320 {
321 tmp->destroy ();
313 return 0; 322 return 0;
314 } 323 }
315 tmp->x=op->x; 324
316 tmp->y=op->y; 325 tmp->x = op->x;
326 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 327 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 328 tmp->map = op->map;
319 } 329 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 330
331 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 332 move_bolt (tmp);
333
322 return 1; 334 return 1;
323} 335}
324
325
326 336
327/*************************************************************************** 337/***************************************************************************
328 * 338 *
329 * BULLET/BALL CODE 339 * BULLET/BALL CODE
330 * 340 *
331 ***************************************************************************/ 341 ***************************************************************************/
332 342
333/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 345 * At least that is what I think this does.
336 */ 346 */
347void
337void explosion(object *op) { 348explosion (object *op)
338 object *tmp; 349{
339 mapstruct *m=op->map; 350 maptile *m = op->map;
340 int i; 351 int i;
341 352
342 if(--(op->duration)<0) { 353 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 354 {
355 op->destroy ();
356 return;
357 }
358
347 hit_map(op,0,op->attacktype,0); 359 hit_map (op, 0, op->attacktype, 0);
348 360
349 if(op->range>0) { 361 if (op->range > 0)
350 for(i=1;i<9;i++) { 362 {
363 for (i = 1; i < 9; i++)
364 {
351 sint16 dx,dy; 365 sint16 dx, dy;
352 366
353 dx=op->x+freearr_x[i]; 367 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
355 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 371 * out of map, etc.
357 */ 372 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 374 {
360 copy_object(op,tmp); 375 object *tmp = op->clone ();
361 tmp->state=0; 376
362 tmp->speed_left= -0.21; 377 tmp->state = 0;
363 tmp->range--; 378 tmp->speed_left = -0.21f;
364 tmp->value=0; 379 tmp->range--;
365 tmp->x=dx; 380 tmp->value = 0;
366 tmp->y=dy; 381
367 insert_ob_in_map(tmp,m,op,0); 382 m->insert (tmp, dx, dy, op);
383 }
384 }
368 } 385 }
369 }
370 }
371} 386}
372
373 387
374/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
376 * explode. 390 * explode.
377 */ 391 */
392void
378void explode_bullet(object *op) 393explode_bullet (object *op)
379{ 394{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 395 object *tmp, *owner;
382 396
383 if (op->other_arch == NULL) { 397 if (op->other_arch == NULL)
398 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 399 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 400 op->destroy ();
386 free_object (op); 401 return;
387 return;
388 } 402 }
389 403
390 if (op->env) { 404 if (op->env)
391 object *env; 405 {
406 object *env = op->outer_env ();
392 407
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 408 if (!env->map || out_of_map (env->map, env->x, env->y))
409 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 411 op->destroy ();
397 free_object (op);
398 return; 412 return;
399 } 413 }
400 remove_ob (op); 414
401 op->x = env->x; 415 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 416 }
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)) { 417 else if (out_of_map (op->map, op->x, op->y))
418 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 420 op->destroy ();
407 free_object (op); 421 return;
408 return;
409 } 422 }
410 423
424 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
425 // NOTE: If this breaks something important: remove this. I can't think of anything
426 // 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) 427 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 428 {
413 remove_ob (op); 429 op->destroy ();
414 free_object (op); 430 return;
431 }
432
433 if (op->attacktype)
434 {
435 hit_map (op, 0, op->attacktype, 1);
436
437 if (op->destroyed ())
415 return; 438 return;
416 } 439 }
417 440
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 */ 441 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 442 tmp = arch_to_object (op->other_arch);
426 443
427 copy_owner (tmp, op); 444 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 445 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 446
431 owner = get_owner(op); 447 owner = op->owner;
448
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449 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 } 450 {
438 tmp->x = op->x; 451 op->destroy ();
439 tmp->y = op->y; 452 return;
453 }
440 454
441 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
457 {
443 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 459 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 460 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 461 tmp->duration = op->duration;
447 } else { 462 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 463 else
464 {
465 if (op->attacktype & AT_MAGIC)
466 tmp->attacktype |= AT_MAGIC;
467
449 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 472 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 473 * the count of the parent should work fine.
455 */ 474 */
456 tmp->stats.maxhp = op->count; 475 tmp->stats.maxhp = op->count;
457 } 476 }
458 477
459 /* Set direction of cone explosion */ 478 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 479 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
462 481
463 /* Prevent recursion */ 482 /* Prevent recursion */
464 op->move_on = 0; 483 op->move_on = 0;
465 484
466 insert_ob_in_map(tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
467 /* remove the firebullet */ 488 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 489 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 490}
473
474
475 491
476/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
478 */ 494 */
479 495void
480void check_bullet(object *op) 496check_bullet (object *op)
481{ 497{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 498 object *tmp;
484 int dam, mflags; 499 int dam, mflags;
485 mapstruct *m; 500 maptile *m;
486 sint16 sx, sy; 501 sint16 sx, sy;
487 502
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 504
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 506 return;
492 507
493 if (op->other_arch) { 508 if (op->other_arch)
509 {
494 /* explode object will also remove op */ 510 /* explode object will also remove op */
495 explode_bullet (op); 511 explode_bullet (op);
496 return; 512 return;
497 } 513 }
498 514
499 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 516 if (!(mflags & P_IS_ALIVE))
517 return;
501 518
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
503 { 520 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 522 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 524
508 || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 { 526 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 528 {
512 free_object(op); 529 op->destroy ();
513 return; 530 return;
514 } 531 }
515 } 532 }
516 } 533 }
517 } 534 }
518} 535}
519
520 536
521/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 538 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
525 */ 541 */
526 542void
527void move_bullet(object *op) 543move_bullet (object *op)
528{ 544{
529 sint16 new_x, new_y; 545 sint16 new_x, new_y;
530 int mflags; 546 int mflags;
531 mapstruct *m; 547 maptile *m;
532 548
533#if 0 549#if 0
534 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
535 551
536 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 554 if (op->stats.sp == SP_METEOR)
555 {
539 replace_insert_ob_in_map("fire_trail",op); 556 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
541 return; 558 return;
542 } /* end addition. */ 559 } /* end addition. */
543#endif 560#endif
544 561
545 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 563 if (--op->range <= 0)
564 {
547 if (op->other_arch) { 565 if (op->other_arch)
548 explode_bullet (op); 566 explode_bullet (op);
549 } else { 567 else
550 remove_ob (op); 568 op->destroy ();
551 free_object (op); 569
552 }
553 return; 570 return;
554 } 571 }
555 572
556 new_x = op->x + DIRX(op); 573 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 574 new_y = op->y + DIRY (op);
558 m = op->map; 575 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 577
561 if (mflags & P_OUT_OF_MAP) { 578 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 579 {
563 free_object (op); 580 op->destroy ();
564 return; 581 return;
565 } 582 }
566 583
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
585 {
568 if (op->other_arch) { 586 if (op->other_arch)
569 explode_bullet (op); 587 explode_bullet (op);
570 } else { 588 else
571 remove_ob (op); 589 op->destroy ();
572 free_object (op); 590
573 }
574 return; 591 return;
575 } 592 }
576 593
577 remove_ob (op); 594 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; 595 return;
582 596
583 if (reflwall (op->map, op->x, op->y, op)) { 597 if (reflwall (op->map, op->x, op->y, op))
598 {
584 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 600 update_turn_face (op);
586 } else { 601 }
602 else
587 check_bullet (op); 603 check_bullet (op);
588 }
589} 604}
590
591
592
593 605
594/* fire_bullet 606/* fire_bullet
595 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
598 * spob->attacktype. 610 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
600 * pointers. 612 * pointers.
601 */ 613 */
602 614int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 615fire_bullet (object *op, object *caster, int dir, object *spob)
616{
604 object *tmp=NULL; 617 object *tmp = NULL;
605 int mflags; 618 int mflags;
606 619
607 if (!spob->other_arch) 620 if (!spob->other_arch)
608 return 0; 621 return 0;
609 622
610 tmp=arch_to_object(spob->other_arch); 623 tmp = spob->other_arch->instance ();
611 if(tmp==NULL) 624 if (!tmp)
612 return 0; 625 return 0;
613 626
614 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 630 if (spob->slaying)
631 tmp->slaying = spob->slaying;
618 632
619 tmp->range = 50; 633 tmp->range = 50;
620 634
621 /* Need to store duration/range for the ball to use */ 635 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 638 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 639
626 tmp->direction=dir; 640 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 642 SET_ANIMATION (tmp, dir);
629 643
630 set_owner(tmp,op); 644 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
632 646
633 tmp->x=op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 649 tmp->map = op->map;
636 650
651 maptile *newmap;
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 653 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 654 {
655 tmp->destroy ();
656 return 0;
657 }
658
659 tmp->map = newmap;
660
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
662 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 664 {
665 tmp->destroy ();
645 return 0; 666 return 0;
646 } 667 }
647 tmp->x=op->x; 668
648 tmp->y=op->y; 669 tmp->x = op->x;
670 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 671 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 672 tmp->map = op->map;
651 } 673 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 674
675 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 676 check_bullet (tmp);
654 } 677
655 return 1; 678 return 1;
656} 679}
657
658
659
660 680
661/***************************************************************************** 681/*****************************************************************************
662 * 682 *
663 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
664 * 684 *
665 *****************************************************************************/ 685 *****************************************************************************/
666 686
667
668/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
688void
669void cone_drop(object *op) { 689cone_drop (object *op)
690{
670 object *new_ob = arch_to_object(op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
671 692
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 693 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 694 new_ob->set_owner (op->owner);
676 695
677 /* preserve skill ownership */ 696 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 697 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 698 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 699
681 } 700 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 701}
685 702
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 704
705void
688void move_cone(object *op) { 706move_cone (object *op)
689 int i; 707{
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 709 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 } 710 {
711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
712 op->set_speed (0);
713 return;
714 }
700 715
701 /* lava saves it's life, but not yours :) */ 716 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 717 if (QUERY_FLAG (op, FLAG_LIFESAVE))
718 {
703 hit_map(op,0,op->attacktype,0); 719 hit_map (op, 0, op->attacktype, 0);
704 return; 720 return;
705 } 721 }
706 722
707#if 0 723#if 0
708 /* Disable this - enabling it makes monsters easier, as 724 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 725 * when their cone dies when they die.
710 */ 726 */
711 /* If no owner left, the spell dies out. */ 727 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 728 if (op->owner == NULL)
713 remove_ob(op); 729 {
714 free_object(op); 730 op->destroy ();
715 return; 731 return;
716 } 732 }
717#endif 733#endif
718 734
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 735 hit_map (op, 0, op->attacktype, 0);
721 736
722 /* Check to see if we should push anything. 737 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 738 * Spell objects with weight push whatever they encounter to some
724 * degree. 739 * degree.
725 */ 740 */
741 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 742 check_spell_knockback (op);
727 743
728 if (was_destroyed (op, tag)) 744 if (op->destroyed ())
745 return;
746
747 if ((op->duration--) < 0)
748 {
749 op->destroy ();
729 return; 750 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 751 }
736 /* Object has hit maximum range, so don't have it move 752 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 753 * any further. When the duration above expires,
738 * then the object will get removed. 754 * then the object will get removed.
739 */ 755 */
740 if (--op->range < 0) { 756 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 757 {
758 op->range = 0; /* just so it doesn't wrap */
759 return;
760 }
744 761
745 for(i= -1;i<2;i++) { 762 for (int i = -1; i <= 1; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 763 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 765
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 767 {
751 copy_object(op, tmp); 768 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 769
755 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
756 771
757 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 774
760 if (tmp->other_arch) cone_drop(tmp); 775 op->map->insert (tmp, x, y, op);
761 } 776
777 if (tmp->other_arch)
778 cone_drop (tmp);
779 }
762 } 780 }
763} 781}
764 782
765/* cast_cone: casts a cone spell. 783/* cast_cone: casts a cone spell.
766 * op: person firing the object. 784 * op: person firing the object.
768 * dir: direction to fire in. 786 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 787 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 788 * to fire.
771 * returns 0 on failure, 1 on success. 789 * returns 0 on failure, 1 on success.
772 */ 790 */
791int
773int cast_cone(object *op, object *caster,int dir, object *spell) 792cast_cone (object *op, object *caster, int dir, object *spell)
774{ 793{
775 object *tmp; 794 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 795 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 796 maptile *m;
778 sint16 sx, sy; 797 sint16 sx, sy;
779 MoveType movetype; 798 MoveType movetype;
780 799
781 if (!spell->other_arch) return 0; 800 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; 801 return 0;
802
803 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 804 {
805 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
806 return 0;
807 }
789 808
790 if(!dir) { 809 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 810 {
811 range_min = 0;
812 range_max = 8;
813 }
794 814
795 /* Need to know what the movetype of the object we are about 815 /* 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 816 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 817 * insert it into is blocked.
798 */ 818 */
799 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
800 820
801 for(i=range_min;i<=range_max;i++) { 821 for (i = range_min; i <= range_max; i++)
822 {
802 sint16 x,y, d; 823 sint16 x, y, d;
803 824
804 /* We can't use absdir here, because it never returns 825 /* 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 826 * 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 827 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 828 * to hit that person.
808 */ 829 */
809 d = dir + i; 830 d = dir + i;
810 while (d < 0) d+=8; 831 while (d < 0)
811 while (d > 8) d-=8; 832 d += 8;
833 while (d > 8)
834 d -= 8;
812 835
813 /* If it's not a rune, we don't want to blast the caster. 836 /* 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, 837 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 838 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 839 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 840 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 841 * for the rune code.
819 */ 842 */
820 if (caster->type != RUNE && d==0) { 843 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 844 {
822 else continue; 845 if (dir != 0)
823 } 846 d = 8;
847 else
848 continue;
849 }
824 850
825 x = op->x+freearr_x[d]; 851 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 852 y = op->y + freearr_y[d];
827 853
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 854 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 855 continue;
830 856
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 857 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 858 continue;
833 859
834 success=1; 860 success = 1;
835 tmp=arch_to_object(spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 862 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 865 tmp->attacktype = spell->attacktype;
842 866
843 /* holy word stuff */ 867 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 869 if (!tailor_god_spell (tmp, op))
846 } 870 return 0;
847 871
848 if(dir) 872 if (dir)
849 tmp->stats.sp=dir; 873 tmp->stats.sp = dir;
850 else 874 else
851 tmp->stats.sp=i; 875 tmp->stats.sp = i;
852 876
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 877 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 878
855 /* If casting it in all directions, it doesn't go as far */ 879 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 880 if (dir == 0)
881 {
857 tmp->range /= 4; 882 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 883 if (tmp->range < 2 && spell->range >= 2)
859 } 884 tmp->range = 2;
885 }
886
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 887 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 888 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 889
863 /* Special bonus for fear attacks */ 890 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 891 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 892 {
866 else 893 if (caster->type == PLAYER)
894 tmp->duration += fear_bonus[caster->stats.Cha];
895 else
867 tmp->duration += caster->level/3; 896 tmp->duration += caster->level / 3;
868 } 897 }
898
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 899 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 900 {
871 else 901 if (caster->type == PLAYER)
902 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
903 else
872 tmp->duration += caster->level/3; 904 tmp->duration += caster->level / 3;
873 } 905 }
874 906
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 spell->other_arch->name);
879 909
880 if (!tmp->move_on && tmp->stats.dam) { 910 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 911 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);
886 912
913 m->insert (tmp, sx, sy, op);
914
887 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 916 * a single space too many times.
889 */ 917 */
890 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
891 919
892 if(tmp->other_arch) cone_drop(tmp); 920 if (tmp->other_arch)
921 cone_drop (tmp);
893 } 922 }
923
894 return success; 924 return success;
895} 925}
896 926
897/**************************************************************************** 927/****************************************************************************
898 * 928 *
899 * BOMB related code 929 * BOMB related code
900 * 930 *
901 ****************************************************************************/ 931 ****************************************************************************/
902 932
903
904/* This handles an exploding bomb. 933/* This handles an exploding bomb.
905 * op is the original bomb object. 934 * op is the original bomb object.
906 */ 935 */
936void
907void animate_bomb(object *op) { 937animate_bomb (object *op)
908 int i; 938{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 940 return;
914 941
915 env = object_get_env_recursive(op); 942 object *env = op->outer_env ();
916 943
917 if (op->env) { 944 if (op->env)
945 {
918 if (env->map == NULL) 946 if (env->map == NULL)
919 return; 947 return;
920 948
921 if (env->type == PLAYER) 949 if (!(op = op->insert_at (env, op)))
922 esrv_del_item(env->contr, op->count); 950 return;
951 }
923 952
924 remove_ob(op); 953 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
925 op->x = env->x; 954 // on a safe map. I don't like this special casing, but it seems to be neccessary
926 op->y = env->y; 955 // as bombs can be carried.
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 956 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
957 {
958 op->destroy ();
928 return; 959 return;
929 } 960 }
930 961
931 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 964 * so just set up the appropriate values.
934 */ 965 */
935 at = find_archetype(SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 967 {
937 for(i=1;i<9;i++) { 968 for (int i = 1; i < 9; i++)
969 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 971 continue;
940 tmp = arch_to_object(at); 972
973 object *tmp = arch_to_object (at);
941 tmp->direction = i; 974 tmp->direction = i;
942 tmp->range = op->range; 975 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 977 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 979 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 980 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 981 tmp->skill = op->skill;
949 tmp->skill = add_refcount(op->skill); 982
983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
984 SET_ANIMATION (tmp, i);
985
986 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
987 move_bullet (tmp);
988 }
950 } 989 }
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 }
959 990
960 explode_bullet(op); 991 explode_bullet (op);
961} 992}
962 993
994int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 995create_bomb (object *op, object *caster, int dir, object *spell)
964 996{
965 object *tmp; 997 object *tmp;
966 int mflags; 998 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1000 maptile *m;
969 1001
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1002 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)) { 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1004 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1006 return 0;
974 } 1007 }
1008
975 tmp=arch_to_object(spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
976 1010
977 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
982 1016
983 set_owner(tmp,op); 1017 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1019
986 tmp->y=dy; 1020 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1021 return 1;
989} 1022}
990 1023
991/**************************************************************************** 1024/****************************************************************************
992 * 1025 *
993 * smite related spell code. 1026 * smite related spell code.
1001 * dir is the direction to look in. 1034 * dir is the direction to look in.
1002 * range is how far out to look. 1035 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1005 */ 1038 */
1006 1039object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1040get_pointed_target (object *op, int dir, int range, int type)
1041{
1008 object *target; 1042 object *target;
1009 sint16 x,y; 1043 sint16 x, y;
1010 int dist, mflags; 1044 int dist, mflags;
1011 mapstruct *mp; 1045 maptile *mp;
1012 1046
1013 if (dir==0) return NULL; 1047 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; 1048 return NULL;
1035}
1036 1049
1050 for (dist = 1; dist < range; dist++)
1051 {
1052 x = op->x + freearr_x[dir] * dist;
1053 y = op->y + freearr_y[dir] * dist;
1054 mp = op->map;
1055 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1056
1057 if (mflags & P_OUT_OF_MAP)
1058 return NULL;
1059 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1060 return NULL;
1061 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1062 return NULL;
1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1064 return NULL;
1065
1066 if (mflags & P_IS_ALIVE)
1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1069 return target;
1070 }
1071
1072 return NULL;
1073}
1037 1074
1038/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1040 * usual params - 1077 * usual params -
1041 * op = player 1078 * op = player
1042 * caster = object casting the spell. 1079 * caster = object casting the spell.
1043 * dir = direction being cast 1080 * dir = direction being cast
1044 * spell = spell object 1081 * spell = spell object
1045 */ 1082 */
1046 1083int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1085{
1048 object *effect, *target; 1086 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1087 object *god = find_god (determine_god (op));
1050 int range; 1088 int range;
1051 1089
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1090 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1091 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1092
1055 /* Bunch of conditions for casting this spell. Note that only 1093 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1094 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1095 * 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 1096 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1097 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1098 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1099 * can't be friendly to your god.
1062 */ 1100 */
1063 1101
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1102 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1103 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1104 || (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))) { 1105 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1106 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1107 return 0;
1070 } 1108 }
1071 1109
1072 if (spell->other_arch) 1110 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1111 effect = arch_to_object (spell->other_arch);
1074 else 1112 else
1075 return 0; 1113 return 0;
1076 1114
1077 /* tailor the effect by priest level and worshipped God */ 1115 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1116 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1117 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1118 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1119 {
1081 if(tailor_god_spell(effect,op)) 1120 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1121 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 { 1122 else
1123 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1125 return 0;
1087 } 1126 }
1088 } 1127 }
1089 1128
1090 /* size of the area of destruction */ 1129 /* size of the area of destruction */
1091 effect->range=spell->range + 1130 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1131 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1132
1096 if (effect->attacktype & AT_DEATH) { 1133 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1134 {
1098 SP_level_dam_adjust(caster,spell); 1135 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1136
1100 /* casting death spells at undead isn't a good thing */ 1137 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1138 if (QUERY_FLAG (target, FLAG_UNDEAD))
1139 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1140 if (random_roll (0, 2, op, PREFER_LOW))
1141 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1143 effect->x = op->x;
1105 effect->y=op->y; 1144 effect->y = op->y;
1106 } else { 1145 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1146 else
1108 query_name(target)); 1147 {
1148 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1149 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1150 effect->destroy ();
1111 return 0; 1151 return 0;
1152 }
1153 }
1112 } 1154 }
1113 } 1155 else
1114 } else { 1156 {
1115 /* how much woe to inflict :) */ 1157 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1158 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1159 }
1119 1160
1120 set_owner(effect,op); 1161 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1122 1163
1123 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1165 effect->insert_at (target, op);
1125 effect->y=target->y; 1166
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1167 return 1;
1129} 1168}
1130
1131 1169
1132/**************************************************************************** 1170/****************************************************************************
1133 * 1171 *
1134 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1135 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1174 * code here is just to move the missile.
1137 ****************************************************************************/ 1175 ****************************************************************************/
1138 1176
1139/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1178void
1140void move_missile(object *op) { 1179move_missile (object *op)
1141 int i, mflags; 1180{
1142 object *owner;
1143 sint16 new_x, new_y;
1144 mapstruct *m;
1145
1146 if (op->range-- <=0) { 1181 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1182 {
1183 op->destroy ();
1184 return;
1185 }
1151 1186
1152 owner = get_owner(op); 1187 mapxy pos (op);
1153#if 0 1188 pos.move (op->direction);
1154 /* It'd make things nastier if this wasn't here - spells cast by 1189
1155 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1156 */
1157 if (owner == NULL) {
1158 remove_ob(op);
1159 free_object(op);
1160 return;
1161 } 1191 {
1162#endif 1192 op->destroy ();
1193 return;
1194 }
1163 1195
1164 new_x = op->x + DIRX(op); 1196 mapspace &ms = pos.ms ();
1165 new_y = op->y + DIRY(op);
1166 1197
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1168 1199 {
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)))) {
1171 tag_t tag = op->count;
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1175 */ 1203 */
1176 if ( ! was_destroyed (op, tag)) { 1204 op->destroy ();
1177 remove_ob (op); 1205 return;
1178 free_object(op); 1206 }
1179 } 1207
1180 return; 1208 if (!op->direction)
1181 } 1209 {
1182 1210 op->destroy ();
1183 remove_ob(op); 1211 return;
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1185 free_object(op);
1186 return;
1187 } 1212 }
1188 op->x = new_x; 1213
1189 op->y = new_y; 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1190 op->map = m;
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1192 if(i > 0 && i != op->direction){ 1215 if (i > 0 && i != op->direction)
1216 {
1193 op->direction=i; 1217 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1195 } 1219 }
1196 insert_ob_in_map(op,op->map,op,0); 1220
1221 pos.insert (op, op);
1197} 1222}
1198 1223
1199/**************************************************************************** 1224/****************************************************************************
1200 * Destruction 1225 * Destruction
1201 ****************************************************************************/ 1226 ****************************************************************************/
1227
1202/* make_object_glow() - currently only makes living objects glow. 1228/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1207 */ 1233 */
1208 1234int
1209int make_object_glow(object *op, int radius, int time) { 1235make_object_glow (object *op, int radius, int time)
1210 object *tmp; 1236{
1211
1212 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1239 return 0;
1215 1240
1216 tmp=get_archetype(FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1243 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1245 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1248
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); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1228 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1230 1253
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; 1254 return 1;
1237} 1255}
1238 1256
1239 1257int
1240
1241
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1258cast_destruction (object *op, object *caster, object *spell_ob)
1259{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1261 sint16 sx, sy;
1245 mapstruct *m; 1262 maptile *m;
1246 object *tmp; 1263 object *tmp;
1247 const char *skill; 1264 const char *skill;
1248 1265
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1266 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1267 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1268 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1269 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1270 friendly = 1;
1253 1271
1254 /* destruction doesn't use another spell object, so we need 1272 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1273 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1274 * 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 1275 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1276 * the full share string/free_string route.
1259 */ 1277 */
1260 skill = op->skill; 1278 skill = op->skill;
1279 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1280 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1281 else if (caster->skill)
1282 op->skill = caster->skill;
1283 else
1263 else op->skill = NULL; 1284 op->skill = NULL;
1264 1285
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1266 1287
1267 for(i= -range; i<range; i++) { 1288 for (i = -range; i <= range; i++)
1289 {
1268 for(j=-range; j<range ; j++) { 1290 for (j = -range; j <= range; j++)
1291 {
1269 m = op->map; 1292 m = op->map;
1270 sx = op->x + i; 1293 sx = op->x + i;
1271 sy = op->y + j; 1294 sy = op->y + j;
1295
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1297 if (mflags & P_OUT_OF_MAP)
1298 continue;
1299
1274 if (mflags & P_IS_ALIVE) { 1300 if (mflags & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1301 {
1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1304 break;
1278 if (tmp) {
1279 if (tmp->head) tmp=tmp->head;
1280 1305
1306 if (tmp)
1307 {
1308 if (tmp->head)
1309 tmp = tmp->head;
1310
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1311 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1313 {
1314 if (spell_ob->subtype == SP_DESTRUCTION)
1315 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1317
1286 tmp = arch_to_object(spell_ob->other_arch); 1318 if (spell_ob->other_arch)
1287 tmp->x = sx; 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1288 tmp->y = sy; 1320 }
1289 insert_ob_in_map(tmp, m, op, 0); 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1290 } 1322 {
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) { 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1296 effect->x = sx; 1325 }
1297 effect->y = sy; 1326 }
1298 insert_ob_in_map(effect, m, op, 0); 1327 }
1299 } 1328 }
1300 } 1329 }
1301 }
1302 }
1303 } 1330 }
1304 } 1331
1305 }
1306 op->skill = skill; 1332 op->skill = skill;
1307 return 1; 1333 return 1;
1308} 1334}
1309 1335
1310/*************************************************************************** 1336/***************************************************************************
1311 * 1337 *
1312 * CURSE 1338 * CURSE
1313 * 1339 *
1314 ***************************************************************************/ 1340 ***************************************************************************/
1315 1341
1342int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1343cast_curse (object *op, object *caster, object *spell_ob, int dir)
1344{
1317 object *god = find_god(determine_god(op)); 1345 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1346 object *tmp, *force;
1319 1347
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1348 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1349 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1350 {
1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1352 return 0;
1353 }
1327 1354
1355 tmp = tmp->head_ ();
1356
1328 /* If we've already got a force of this type, don't add a new one. */ 1357 /* 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) { 1358 for (force = tmp->inv; force; force = force->below)
1359 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1361 {
1331 if (force->name == spell_ob->name) { 1362 if (force->name == spell_ob->name)
1332 break; 1363 {
1333 } 1364 break;
1365 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1366 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1367 {
1336 "You can not cast %s while %s is in effect", 1368 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); 1369 return 0;
1338 return 0; 1370 }
1371 }
1339 } 1372 }
1340 } 1373
1374 if (!force)
1341 } 1375 {
1342
1343 if(force==NULL) {
1344 force=get_archetype(FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name); 1378
1347 if (spell_ob->race) 1379 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1380 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 { 1381 else
1382 force->name = spell_ob->name;
1383
1384 force->name_pl = spell_ob->name;
1385
1386 }
1387 else
1388 {
1355 int duration; 1389 int duration;
1356 1390
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1391 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1392 if (duration > force->duration)
1393 {
1359 force->duration = duration; 1394 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1396 }
1397 else
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1399
1364 return 1; 1400 return 1;
1365 } 1401 }
1402
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1404 force->speed = 1.f;
1368 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1369 SET_FLAG(force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1370 1407
1371 if(god) { 1408 if (god)
1409 {
1372 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1411 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1412 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1413 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1414 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); 1415 }
1378 } else 1416 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1417 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1418
1381 1419
1382 if(tmp!=op && op->type==PLAYER) 1420 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1422
1385 force->stats.ac = spell_ob->stats.ac; 1423 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1424 force->stats.wc = spell_ob->stats.wc;
1387 1425
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1427 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1428 tmp->update_stats ();
1391 return 1; 1429 return 1;
1392 1430
1393} 1431}
1394
1395 1432
1396/********************************************************************** 1433/**********************************************************************
1397 * mood change 1434 * mood change
1398 * Arguably, this may or may not be an attack spell. But since it 1435 * 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 1436 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/ 1437 ***********************************************************************/
1401 1438
1402/* This covers the various spells that change the moods of monsters - 1439/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1440 * makes them angry, peacful, friendly, etc.
1404 */ 1441 */
1442int
1405int mood_change(object *op, object *caster, object *spell) { 1443mood_change (object *op, object *caster, object *spell)
1444{
1406 object *tmp, *god, *head; 1445 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1446 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1447 sint16 x, y, nx, ny;
1409 mapstruct *m; 1448 maptile *m;
1410 const char *race; 1449 const char *race;
1411 1450
1412 /* We precompute some values here so that we don't have to keep 1451 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1452 * doing it over and over again.
1414 */ 1453 */
1415 god=find_god(determine_god(op)); 1454 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1455 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1456 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1457
1419 /* On the bright side, no monster should ever have a race of GOD_... 1458 /* 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 1459 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1460 * won't ever match anything.
1422 */ 1461 */
1423 if (!spell->race) race=NULL; 1462 if (!spell->race)
1463 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1464 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1465 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1467 race = god->race;
1468 else
1426 else race = spell->race; 1469 race = spell->race;
1427
1428 1470
1429 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1472 for (y = op->y - range; y <= op->y + range; y++)
1431 1473 {
1432 done_one=0; 1474 done_one = 0;
1433 m = op->map; 1475 m = op->map;
1434 nx = x; 1476 nx = x;
1435 ny = y; 1477 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1479 if (mflags & P_OUT_OF_MAP)
1480 continue;
1438 1481
1439 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1483 if (!(mflags & P_IS_ALIVE))
1484 continue;
1441 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1493 break;
1444 1494
1445 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1496 if (!tmp || tmp->type == PLAYER)
1497 continue;
1447 1498
1448 /* Only the head has meaningful data, so resolve to that */ 1499 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1500 if (tmp->head)
1450 else head=tmp; 1501 head = tmp->head;
1502 else
1503 head = tmp;
1451 1504
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* 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; 1506 if (race && head->race && !strstr (race, head->race))
1507 continue;
1508
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1510 continue;
1455 1511
1456 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1513 best_at = -1;
1458 if (spell->attacktype) { 1514 if (spell->attacktype)
1515 {
1459 for (at=0; at < NROFATTACKS; at++) 1516 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1517 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1518 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1519 best_at = at;
1462 1520
1463 if (best_at == -1) at=0; 1521 if (best_at == -1)
1522 at = 0;
1464 else { 1523 else
1524 {
1465 if (head->resist[best_at] == 100) continue; 1525 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1526 continue;
1467 } 1527 else
1528 at = head->resist[best_at] / 5;
1529 }
1468 at -= level / 5; 1530 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1531 if (did_make_save (head, head->level, at))
1470 } 1532 continue;
1533 }
1471 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1535 {
1472 /* 1536 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1538 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1540
1477 The chance will then be in the range [20-70] percent, not too bad. 1541 The chance will then be in the range [20-70] percent, not too bad.
1478 1542
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1544 charm a level 125 monster...
1481 1545
1482 Ryo, august 14th 1546 Ryo, august 14th
1483 */ 1547 */
1484 {
1485 if ( head->level > level ) continue; 1548 if (head->level > level)
1549 continue;
1550
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1552 /* Failed, no effect */
1488 continue; 1553 continue;
1489 } 1554 }
1490 1555
1491 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1492 1557
1493 /* aggravation */ 1558 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1560 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1562 remove_friendly_object (head);
1563 done_one = 1;
1564 head->enemy = op;
1565 }
1498 1566
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */ 1567 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1568 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1569 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1570 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1571 head->enemy = NULL;
1507 done_one = 1; 1572 done_one = 1;
1508 } 1573 }
1509 1574
1510 /* berserk monsters */ 1575 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1577 {
1512 SET_FLAG(head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1579 done_one = 1;
1514 } 1580 }
1581
1515 /* charm */ 1582 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 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. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1591 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1593 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1594 head->attack_movement = PETMOVE;
1526 done_one = 1; 1595 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1596 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1597 head->stats.exp = 0;
1529 } 1598 }
1530 1599
1531 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1601 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx; 1603 } /* for y */
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 }
1538 } /* for y */
1539 1604
1540 return 1; 1605 return 1;
1541} 1606}
1542 1607
1543 1608
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1609/* 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 1610 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1611 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1612 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1613 * note that duration is handled by process_object() in time.c
1549 */ 1614 */
1550 1615
1616void
1551void move_ball_spell(object *op) { 1617move_ball_spell (object *op)
1618{
1552 int i,j,dam_save,dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1554 object *owner; 1621 object *owner;
1555 mapstruct *m; 1622 maptile *m;
1556 1623
1557 owner = get_owner(op); 1624 owner = op->owner;
1558 1625
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1626 /* 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 1627 * 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 1628 * 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 1629 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1630 * deviations.
1564 */ 1631 */
1565 1632
1566 dir = 0; 1633 dir = 0;
1567 if(!(rndm(0, 3))) 1634 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1635 j = rndm (0, 1);
1569 else j=0; 1636 else
1637 j = 0;
1570 1638
1571 for(i = 1; i < 9; i++) { 1639 for (i = 1; i < 9; i++)
1640 {
1572 /* i bit 0: alters sign of offset 1641 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1642 * other bits (i / 2): absolute value of offset
1574 */ 1643 */
1575 1644
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1646 int tmpdir = absdir (op->direction + offset);
1578 1647
1579 nx = op->x + freearr_x[tmpdir]; 1648 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1649 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1650 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)))) { 1651 {
1583 dir = tmpdir; 1652 dir = tmpdir;
1584 break; 1653 break;
1585 } 1654 }
1586 } 1655 }
1587 if (dir == 0) { 1656 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1657 {
1658 nx = op->x;
1659 ny = op->y;
1660 m = op->map;
1661 }
1592 1662
1593 remove_ob(op); 1663 m->insert (op, nx, ny, op);
1594 op->y=ny; 1664
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 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1666 surrounding squares */
1600 1667
1601 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1670 * the surround spaces.
1604 */ 1671 */
1605 for(j=0;j<9;j++) { 1672 for (j = 0; j < 9; j++)
1606 object *new_ob; 1673 {
1607
1608 hx = nx+freearr_x[j]; 1674 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1675 hy = ny + freearr_y[j];
1610 1676
1611 m = op->map; 1677 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1679
1614 if (mflags & P_OUT_OF_MAP) continue; 1680 if (mflags & P_OUT_OF_MAP)
1681 continue;
1615 1682
1616 /* first, don't ever, ever hit the owner. Don't hit out 1683 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1684 * of the map either.
1618 */ 1685 */
1619 1686
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1687 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; 1688 {
1689 if (j)
1690 op->stats.dam = dam_save / 2;
1691
1622 hit_map(op,j,op->attacktype,1); 1692 hit_map (op, j, op->attacktype, 1);
1693 }
1623 1694
1624 }
1625
1626 /* insert the other arch */ 1695 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1696 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); 1697 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 } 1698 }
1634 1699
1635 /* restore to the center location and damage*/ 1700 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1637 1702
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1703 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1704
1640 if(i>=0) { /* we have a preferred direction! */ 1705 if (i >= 0)
1706 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1707 /* 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 || 1708 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))) { 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1711
1646 op->direction=i; 1712 op->direction = i;
1647 } 1713 }
1648} 1714}
1649 1715
1650
1651/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1652 * This is an implementation of the swarm spell. It was written for 1717 * 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 1718 * 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 1719 * 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 1720 * 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. 1721 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1722 */
1658 1723void
1659void move_swarm_spell(object *op) 1724move_swarm_spell (object *op)
1660{ 1725{
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 1726#if 0
1683 // this is bogus: it causes wrong places to be checked below 1727 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 1728 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 1729 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1730 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1731 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 1732#endif
1733 object *owner = op->env;
1730 1734
1735 if (!op->duration || !owner->is_on_map ())
1736 {
1737 op->destroy ();
1738 return;
1739 }
1740
1741 op->duration--;
1742
1743 int basedir = op->direction;
1744 if (!basedir)
1745 /* spray in all directions! 8) */
1746 basedir = (op->facing += op->state) % 8 + 1;
1747
1748#if 0
1749 // this is bogus: it causes wrong places to be checked below
1750 // (a wall 2 cells away will block the effect...) and
1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1752 // space.
1753 // should be fixed later, but correctness before features...
1754 // (schmorp)
1755
1756 /* new offset calculation to make swarm element distribution
1757 * more uniform
1758 */
1759 if (op->duration)
1760 {
1761 if (basedir & 1)
1762 {
1763 adjustdir = cardinal_adjust[rndm (0, 8)];
1764 }
1765 else
1766 {
1767 adjustdir = diagonal_adjust[rndm (0, 9)];
1768 }
1769 }
1770 else
1771 {
1772 adjustdir = 0; /* fire the last one from forward. */
1773 }
1774
1775 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1776 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1777
1778 /* back up one space so we can hit point-blank targets, but this
1779 * necessitates extra out_of_map check below
1780 */
1781 origin_x = target_x - freearr_x[basedir];
1782 origin_y = target_y - freearr_y[basedir];
1783
1784
1731 /* spell pointer is set up for the spell this casts. Since this 1785 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1786 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1787 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1788 * do some sanity checking anyways.
1735 */ 1789 */
1790
1791 if (op->spell && op->spell->type == SPELL &&
1792 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1793 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1794 {
1795
1796 /* Bullet spells have a bunch more customization that needs to be done */
1797 if (op->spell->subtype == SP_BULLET)
1798 fire_bullet (owner, op, basedir, op->spell);
1799 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1800 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1801 }
1802#endif
1803
1804 /* spell pointer is set up for the spell this casts. Since this
1805 * should just be a pointer to the spell in some inventory,
1806 * it is unlikely to disappear by the time we need it. However,
1807 * do some sanity checking anyways.
1808 */
1809
1737 if (op->spell && op->spell->type == SPELL) 1810 if (op->spell && op->spell->type == SPELL)
1738 { 1811 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1812 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1816 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1744 } 1817 }
1745} 1818}
1746
1747
1748
1749 1819
1750/* fire_swarm: 1820/* fire_swarm:
1751 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1752 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1753 * the parts of the swarm. 1823 * the parts of the swarm.
1756 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1757 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1829 * n: the number to be fired.
1760 */ 1830 */
1761 1831int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1833{
1764 object *tmp;
1765 int i;
1766
1767 if (!spell->other_arch) return 0; 1834 if (!spell->other_arch)
1835 return 0;
1768 1836
1769 tmp=get_archetype(SWARM_SPELL); 1837 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); 1838 set_spell_skill (op, caster, spell, tmp);
1774
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
1777
1778 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
1779 1842
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
1782 return 1; 1845 return 1;
1783 } 1846
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1850
1788 tmp->direction=dir; 1851 tmp->direction = dir;
1789 tmp->invisible=1; 1852 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1853 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment
1855
1856 op->insert (tmp);
1857
1791 return 1; 1858 return 1;
1792} 1859}
1793
1794 1860
1795/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
1796 * function. 1862 * function.
1797 */ 1863 */
1864int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1865cast_light (object *op, object *caster, object *spell, int dir)
1866{
1799 object *target=NULL,*tmp=NULL; 1867 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1868 sint16 x, y;
1801 int dam, mflags; 1869 int dam, mflags;
1802 mapstruct *m; 1870 maptile *m;
1803 1871
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1872 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1873
1806 if(!dir) { 1874 if (!dir)
1875 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1876 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 1877 return 0;
1809 } 1878 }
1810 1879
1811 x=op->x+freearr_x[dir]; 1880 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1881 y = op->y + freearr_y[dir];
1813 m = op->map; 1882 m = op->map;
1814 1883
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1884 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1885
1817 if (mflags & P_OUT_OF_MAP) { 1886 if (mflags & P_OUT_OF_MAP)
1887 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1888 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1889 return 0;
1820 } 1890 }
1821 1891
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1892 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 1893 {
1894 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
1896 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1898 if (target->head)
1899 target = target->head;
1900
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1902 return 1; /* one success only! */
1903 }
1829 } 1904 }
1830 }
1831 1905
1832 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1907 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1908 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 1910 return 0;
1836 } 1911 }
1837 1912
1838 /* ok, looks groovy to just insert a new light on the map */ 1913 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 1914 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1915 if (!tmp)
1916 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1917 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1918 return 0;
1843 } 1919 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1920 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 1921 if (tmp->glow_radius)
1922 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1923 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; 1924 if (tmp->glow_radius > MAX_LIGHT_RADII)
1925 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 1926 }
1849 tmp->x=x; 1927
1850 tmp->y=y; 1928 m->insert (tmp, x, y, op);
1851 insert_ob_in_map(tmp,m,op,0);
1852 return 1; 1929 return 1;
1853} 1930}
1854
1855
1856
1857 1931
1858/* cast_cause_disease: this spell looks along <dir> from the 1932/* cast_cause_disease: this spell looks along <dir> from the
1859 * player and infects someone. 1933 * player and infects someone.
1860 * op is the player/monster, caster is the object, dir is the direction 1934 * 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 1935 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 1936 * perhaps this should actually be in disease.c?
1863 */ 1937 */
1864 1938int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1939cast_cause_disease (object *op, object *caster, object *spell, int dir)
1940{
1866 sint16 x,y; 1941 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 1942 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 1943 object *walk;
1869 mapstruct *m; 1944 maptile *m;
1870 1945
1871 x = op->x; 1946 x = op->x;
1872 y = op->y; 1947 y = op->y;
1873 1948
1874 /* If casting from a scroll, no direction will be available, so refer to the 1949 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 1950 * direction the player is pointing.
1876 */ 1951 */
1952 if (!dir)
1877 if (!dir) dir=op->facing; 1953 dir = op->facing;
1954
1955 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1956 return 0; /* won't find anything if casting on ourself, so just return */
1879 1957
1880 /* Calculate these once here */ 1958 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 1959 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 1960 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 1961 dur_mod = SP_level_duration_adjust (caster, spell);
1884 1962
1885 /* search in a line for a victim */ 1963 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 1964 for (i = 1; i < range; i++)
1965 {
1887 x = op->x + i * freearr_x[dir]; 1966 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 1967 y = op->y + i * freearr_y[dir];
1889 m = op->map; 1968 m = op->map;
1890 1969
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 1970 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 1971
1893 if (mflags & P_OUT_OF_MAP) return 0; 1972 if (mflags & P_OUT_OF_MAP)
1973 return 0;
1894 1974
1895 /* don't go through walls - presume diseases are airborne */ 1975 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1976 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1977 return 0;
1897 1978
1898 /* Only bother looking on this space if there is something living here */ 1979 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 1980 if (mflags & P_IS_ALIVE)
1981 {
1900 /* search this square for a victim */ 1982 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1983 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 */ 1984 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1985 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 1986 object *disease = arch_to_object (spell->other_arch);
1904 1987
1905 set_owner(disease,op); 1988 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 1989 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 1990 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 1991 disease->level = caster_level (caster, spell);
1909 1992
1910 /* do level adjustments */ 1993 /* do level adjustments */
1911 if(disease->stats.wc) 1994 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 1995 disease->stats.wc += dur_mod / 2;
1913 1996
1914 if(disease->magic> 0) 1997 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 1998 disease->magic += dur_mod / 8;
1916 1999
1917 if(disease->stats.maxhp>0) 2000 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2001 disease->stats.maxhp += dur_mod;
1919 2002
1920 if(disease->stats.maxgrace>0) 2003 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2004 disease->stats.maxgrace += dur_mod;
1922 2005
1923 if(disease->stats.dam) { 2006 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2007 {
1925 disease->stats.dam += dam_mod; 2008 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2009 disease->stats.dam += dam_mod;
1927 } 2010 else
2011 disease->stats.dam -= dam_mod;
2012 }
1928 2013
1929 if(disease->last_sp) { 2014 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2015 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2016 disease->last_sp -= 2 * dam_mod;
1932 } 2017 if (disease->last_sp < 1)
2018 disease->last_sp = 1;
2019 }
1933 2020
1934 if(disease->stats.maxsp) { 2021 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2022 {
1936 disease->stats.maxsp += dam_mod; 2023 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2024 disease->stats.maxsp += dam_mod;
1938 } 2025 else
1939 2026 disease->stats.maxsp -= dam_mod;
2027 }
2028
1940 if(disease->stats.ac) 2029 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2030 disease->stats.ac += dam_mod;
1942 2031
1943 if(disease->last_eat) 2032 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2033 disease->last_eat -= dam_mod;
1945 2034
1946 if(disease->stats.hp) 2035 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2036 disease->stats.hp -= dam_mod;
1948 2037
1949 if(disease->stats.sp) 2038 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2039 disease->stats.sp -= dam_mod;
1951 2040
1952 if(infect_object(walk,disease,1)) { 2041 if (infect_object (walk, disease, 1))
1953 object *flash; /* visual effect for inflicting disease */ 2042 {
1954
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2044
1957 free_object(disease); /* don't need this one anymore */ 2045 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1959 flash->x = x; 2047 return 1;
1960 flash->y = y; 2048 }
1961 flash->map = walk->map; 2049
1962 insert_ob_in_map(flash,walk->map,op,0); 2050 disease->destroy ();
1963 return 1; 2051 }
1964 } 2052 } /* if living creature */
1965 free_object(disease); 2053 } /* for range of spaces */
1966 } 2054
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2055 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2056 return 1;
1971} 2057}

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