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

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