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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 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 1.1 2006/08/13 17:16:04 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; 423 }
424
425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
426 // NOTE: If this breaks something important: remove this. I can't think of anything
427 // bad at the moment that might happen from this.
428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 429 {
430 op->destroy ();
431 return;
432 }
410 433
411 if (op->attacktype) { 434 if (op->attacktype)
435 {
412 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 437
438 if (op->destroyed ())
414 return; 439 return;
415 } 440 }
416 441
417 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
419 444
420 copy_owner (tmp, op); 445 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 447
424 owner = get_owner(op); 448 owner = op->owner;
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
426 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 454 {
431 tmp->x = op->x; 455 op->destroy ();
432 tmp->y = op->y; 456 return;
457 }
433 458
434 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
436 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 463 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 465 tmp->duration = op->duration;
440 } else { 466 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
442 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
446 /* 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 -
447 * the count of the parent should work fine. 477 * the count of the parent should work fine.
448 */ 478 */
449 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
450 } 480 }
451 481
452 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
455 485
456 /* Prevent recursion */ 486 /* Prevent recursion */
457 op->move_on = 0; 487 op->move_on = 0;
458 488
459 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
460 /* remove the firebullet */ 492 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
462 remove_ob (op);
463 free_object (op);
464 }
465} 494}
466
467
468 495
469/* 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
470 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
471 */ 498 */
472 499void
473void check_bullet(object *op) 500check_bullet (object *op)
474{ 501{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 502 object *tmp;
477 int dam, mflags; 503 int dam, mflags;
478 mapstruct *m; 504 maptile *m;
479 sint16 sx, sy; 505 sint16 sx, sy;
480 506
481 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);
482 508
483 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)))
484 return; 510 return;
485 511
486 if (op->other_arch) { 512 if (op->other_arch)
513 {
487 /* explode object will also remove op */ 514 /* explode object will also remove op */
488 explode_bullet (op); 515 explode_bullet (op);
489 return; 516 return;
490 } 517 }
491 518
492 /* 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 */
493 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
494 522
495 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)
496 { 524 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 526 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
501 || (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)
502 { 531 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 533 {
505 free_object(op); 534 op->destroy ();
506 return; 535 return;
507 } 536 }
508 } 537 }
509 } 538 }
510 } 539 }
511} 540}
512
513 541
514/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 543 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
518 */ 546 */
519 547void
520void move_bullet(object *op) 548move_bullet (object *op)
521{ 549{
522 sint16 new_x, new_y; 550 sint16 new_x, new_y;
523 int mflags; 551 int mflags;
524 mapstruct *m; 552 maptile *m;
525 553
526#if 0 554#if 0
527 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
528 556
529 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 559 if (op->stats.sp == SP_METEOR)
560 {
532 replace_insert_ob_in_map("fire_trail",op); 561 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
534 return; 563 return;
535 } /* end addition. */ 564 } /* end addition. */
536#endif 565#endif
537 566
538 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 568 if (--op->range <= 0)
569 {
540 if (op->other_arch) { 570 if (op->other_arch)
541 explode_bullet (op); 571 explode_bullet (op);
542 } else { 572 else
543 remove_ob (op); 573 op->destroy ();
544 free_object (op); 574
545 }
546 return; 575 return;
547 } 576 }
548 577
549 new_x = op->x + DIRX(op); 578 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 579 new_y = op->y + DIRY (op);
551 m = op->map; 580 m = op->map;
552 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);
553 582
554 if (mflags & P_OUT_OF_MAP) { 583 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 584 {
556 free_object (op); 585 op->destroy ();
557 return; 586 return;
558 } 587 }
559 588
560 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 {
561 if (op->other_arch) { 591 if (op->other_arch)
562 explode_bullet (op); 592 explode_bullet (op);
563 } else { 593 else
564 remove_ob (op); 594 op->destroy ();
565 free_object (op); 595
566 }
567 return; 596 return;
568 } 597 }
569 598
570 remove_ob (op); 599 if (!(op = m->insert (op, new_x, new_y, op)))
571 op->x = new_x;
572 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
574 return; 600 return;
575 601
576 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
577 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 605 update_turn_face (op);
579 } else { 606 }
607 else
580 check_bullet (op); 608 check_bullet (op);
581 }
582} 609}
583
584
585
586 610
587/* fire_bullet 611/* fire_bullet
588 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
589 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
590 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
591 * spob->attacktype. 615 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
593 * pointers. 617 * pointers.
594 */ 618 */
595 619int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
597 object *tmp=NULL; 622 object *tmp = NULL;
598 int mflags; 623 int mflags;
599 624
600 if (!spob->other_arch) 625 if (!spob->other_arch)
601 return 0; 626 return 0;
602 627
603 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
604 if(tmp==NULL) 629 if (!tmp)
605 return 0; 630 return 0;
606 631
607 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
608 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);
609 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 635 if (spob->slaying)
636 tmp->slaying = spob->slaying;
611 637
612 tmp->range = 50; 638 tmp->range = 50;
613 639
614 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 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);
618 644
619 tmp->direction=dir; 645 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
622 648
623 set_owner(tmp,op); 649 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
625 651
626 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 654 tmp->map = op->map;
629 655
656 maptile *newmap;
630 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);
631 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 659 {
660 tmp->destroy ();
661 return 0;
662 }
663
664 tmp->map = newmap;
665
635 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 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 669 {
670 tmp->destroy ();
638 return 0; 671 return 0;
639 } 672 }
640 tmp->x=op->x; 673
641 tmp->y=op->y; 674 tmp->x = op->x;
675 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 676 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 677 tmp->map = op->map;
644 } 678 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 679
680 if ((tmp = tmp->insert_at (tmp, op)))
646 check_bullet (tmp); 681 check_bullet (tmp);
647 } 682
648 return 1; 683 return 1;
649} 684}
650
651
652
653 685
654/***************************************************************************** 686/*****************************************************************************
655 * 687 *
656 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
657 * 689 *
658 *****************************************************************************/ 690 *****************************************************************************/
659 691
660
661/* 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
662void cone_drop(object *op) { 694cone_drop (object *op)
695{
663 object *new_ob = arch_to_object(op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
664 697
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level; 698 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 699 new_ob->set_owner (op->owner);
669 700
670 /* preserve skill ownership */ 701 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 702 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill); 703 new_ob->skill = op->skill;
673 new_ob->skill = add_refcount(op->skill); 704
674 } 705 new_ob->insert_at (op, op);
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677} 706}
678 707
679/* 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 */
680 709
710void
681void move_cone(object *op) { 711move_cone (object *op)
682 int i; 712{
683 tag_t tag;
684
685 /* 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 */
686 if (! op->map) { 714 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 } 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 }
693 720
694 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
723 {
696 hit_map(op,0,op->attacktype,0); 724 hit_map (op, 0, op->attacktype, 0);
697 return; 725 return;
698 } 726 }
699 727
700#if 0 728#if 0
701 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 730 * when their cone dies when they die.
703 */ 731 */
704 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 733 if (op->owner == NULL)
706 remove_ob(op); 734 {
707 free_object(op); 735 op->destroy ();
708 return; 736 return;
709 } 737 }
710#endif 738#endif
711 739
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 740 hit_map (op, 0, op->attacktype, 0);
714 741
715 /* Check to see if we should push anything. 742 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 743 * Spell objects with weight push whatever they encounter to some
717 * degree. 744 * degree.
718 */ 745 */
746 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 747 check_spell_knockback (op);
720 748
721 if (was_destroyed (op, tag)) 749 if (op->destroyed ())
750 return;
751
752 if (op->duration-- < 0)
753 {
754 op->destroy ();
722 return; 755 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 756 }
729 /* Object has hit maximum range, so don't have it move 757 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 758 * any further. When the duration above expires,
731 * then the object will get removed. 759 * then the object will get removed.
732 */ 760 */
733 if (--op->range < 0) { 761 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 762 {
763 op->range = 0; /* just so it doesn't wrap */
764 return;
765 }
737 766
738 for(i= -1;i<2;i++) { 767 for (int i = -1; i <= 1; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 768 {
740 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)];
741 770
742 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))
743 object *tmp=get_object(); 772 {
744 copy_object(op, tmp); 773 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 774
748 tmp->duration = op->duration + 1; 775 tmp->duration = op->duration + 1;
749 776
750 /* Use for spell tracking - see ok_to_put_more() */ 777 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 778 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 779
753 if (tmp->other_arch) cone_drop(tmp); 780 op->map->insert (tmp, x, y, op);
754 } 781
782 if (tmp->other_arch)
783 cone_drop (tmp);
784 }
755 } 785 }
756} 786}
757 787
758/* cast_cone: casts a cone spell. 788/* cast_cone: casts a cone spell.
759 * op: person firing the object. 789 * op: person firing the object.
761 * dir: direction to fire in. 791 * dir: direction to fire in.
762 * 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
763 * to fire. 793 * to fire.
764 * returns 0 on failure, 1 on success. 794 * returns 0 on failure, 1 on success.
765 */ 795 */
796int
766int cast_cone(object *op, object *caster,int dir, object *spell) 797cast_cone (object *op, object *caster, int dir, object *spell)
767{ 798{
768 object *tmp; 799 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 800 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 801 maptile *m;
771 sint16 sx, sy; 802 sint16 sx, sy;
772 MoveType movetype; 803 MoveType movetype;
773 804
774 if (!spell->other_arch) return 0; 805 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 806 return 0;
807
808 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
811 return 0;
812 }
782 813
783 if(!dir) { 814 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 815 {
816 range_min = 0;
817 range_max = 8;
818 }
787 819
788 /* 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
789 * 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
790 * insert it into is blocked. 822 * insert it into is blocked.
791 */ 823 */
792 movetype = spell->other_arch->clone.move_type; 824 movetype = spell->other_arch->move_type;
793 825
794 for(i=range_min;i<=range_max;i++) { 826 for (i = range_min; i <= range_max; i++)
827 {
795 sint16 x,y, d; 828 sint16 x, y, d;
796 829
797 /* We can't use absdir here, because it never returns 830 /* We can't use absdir here, because it never returns
798 * 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
799 * 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
800 * to hit that person. 833 * to hit that person.
801 */ 834 */
802 d = dir + i; 835 d = dir + i;
803 while (d < 0) d+=8; 836 while (d < 0)
804 while (d > 8) d-=8; 837 d += 8;
838 while (d > 8)
839 d -= 8;
805 840
806 /* 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.
807 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 845 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 846 * for the rune code.
812 */ 847 */
813 if (caster->type != RUNE && d==0) { 848 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 849 {
815 else continue; 850 if (dir != 0)
816 } 851 d = 8;
852 else
853 continue;
854 }
817 855
818 x = op->x+freearr_x[d]; 856 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 857 y = op->y + freearr_y[d];
820 858
821 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)
822 continue; 860 continue;
823 861
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 863 continue;
826 864
827 success=1; 865 success = 1;
828 tmp=arch_to_object(spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 867 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 870 tmp->attacktype = spell->attacktype;
835 871
836 /* holy word stuff */ 872 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 874 if (!tailor_god_spell (tmp, op))
839 } 875 return 0;
840 876
841 if(dir) 877 if (dir)
842 tmp->stats.sp=dir; 878 tmp->stats.sp = dir;
843 else 879 else
844 tmp->stats.sp=i; 880 tmp->stats.sp = i;
845 881
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 882 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 883
848 /* 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 */
849 if (dir == 0) { 885 if (dir == 0)
886 {
850 tmp->range /= 4; 887 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 888 if (tmp->range < 2 && spell->range >= 2)
852 } 889 tmp->range = 2;
890 }
891
853 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);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 893 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 894
856 /* Special bonus for fear attacks */ 895 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 896 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 897 {
859 else 898 if (caster->type == PLAYER)
899 tmp->duration += fear_bonus[caster->stats.Cha];
900 else
860 tmp->duration += caster->level/3; 901 tmp->duration += caster->level / 3;
861 } 902 }
903
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 904 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 905 {
864 else 906 if (caster->type == PLAYER)
907 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
908 else
865 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
866 } 910 }
867 911
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
870 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);
871 spell->other_arch->name);
872 914
873 if (!tmp->move_on && tmp->stats.dam) { 915 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
875 "cast_cone(): arch %s doesn't have move_on set\n",
876 spell->other_arch->name);
877 }
878 insert_ob_in_map(tmp,m,op,0);
879 917
918 m->insert (tmp, sx, sy, op);
919
880 /* 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
881 * a single space too many times. 921 * a single space too many times.
882 */ 922 */
883 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
884 924
885 if(tmp->other_arch) cone_drop(tmp); 925 if (tmp->other_arch)
926 cone_drop (tmp);
886 } 927 }
928
887 return success; 929 return success;
888} 930}
889 931
890/**************************************************************************** 932/****************************************************************************
891 * 933 *
892 * BOMB related code 934 * BOMB related code
893 * 935 *
894 ****************************************************************************/ 936 ****************************************************************************/
895 937
896
897/* This handles an exploding bomb. 938/* This handles an exploding bomb.
898 * op is the original bomb object. 939 * op is the original bomb object.
899 */ 940 */
941void
900void animate_bomb(object *op) { 942animate_bomb (object *op)
901 int i; 943{
902 object *env, *tmp;
903 archetype *at;
904
905 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 945 return;
907 946
908 env = object_get_env_recursive(op); 947 object *env = op->outer_env ();
909 948
910 if (op->env) { 949 if (op->env)
950 {
911 if (env->map == NULL) 951 if (env->map == NULL)
912 return; 952 return;
913 953
914 if (env->type == PLAYER) 954 if (!(op = op->insert_at (env, op)))
915 esrv_del_item(env->contr, op->count); 955 return;
956 }
916 957
917 remove_ob(op); 958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
918 op->x = env->x; 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
919 op->y = env->y; 960 // as bombs can be carried.
920 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 ();
921 return; 964 return;
922 } 965 }
923 966
924 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 969 * so just set up the appropriate values.
927 */ 970 */
928 at = find_archetype(SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
929 if (at) { 972 {
930 for(i=1;i<9;i++) { 973 for (int i = 1; i < 9; i++)
974 {
931 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]))
932 continue; 976 continue;
933 tmp = arch_to_object(at); 977
978 object *tmp = arch_to_object (at);
934 tmp->direction = i; 979 tmp->direction = i;
935 tmp->range = op->range; 980 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 982 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 984 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 985 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 986 tmp->skill = op->skill;
942 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 }
943 } 994 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i);
946 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0);
949 move_bullet(tmp);
950 }
951 }
952 995
953 explode_bullet(op); 996 explode_bullet (op);
954} 997}
955 998
999int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1000create_bomb (object *op, object *caster, int dir, object *spell)
957 1001{
958 object *tmp; 1002 object *tmp;
959 int mflags; 1003 int mflags;
960 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];
961 mapstruct *m; 1005 maptile *m;
962 1006
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 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 {
965 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.");
966 return 0; 1011 return 0;
967 } 1012 }
1013
968 tmp=arch_to_object(spell->other_arch); 1014 tmp = arch_to_object (spell->other_arch);
969 1015
970 /* level dependencies for bomb */ 1016 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1017 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 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);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1019 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1020 tmp->attacktype = spell->attacktype;
975 1021
976 set_owner(tmp,op); 1022 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1023 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1024
979 tmp->y=dy; 1025 m->insert (tmp, dx, dy, op);
980 insert_ob_in_map(tmp,m,op,0);
981 return 1; 1026 return 1;
982} 1027}
983 1028
984/**************************************************************************** 1029/****************************************************************************
985 * 1030 *
986 * smite related spell code. 1031 * smite related spell code.
994 * dir is the direction to look in. 1039 * dir is the direction to look in.
995 * range is how far out to look. 1040 * range is how far out to look.
996 * 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.
997 * this info is used for blocked magic/unholy spaces. 1042 * this info is used for blocked magic/unholy spaces.
998 */ 1043 */
999 1044object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1045get_pointed_target (object *op, int dir, int range, int type)
1046{
1001 object *target; 1047 object *target;
1002 sint16 x,y; 1048 sint16 x, y;
1003 int dist, mflags; 1049 int dist, mflags;
1004 mapstruct *mp; 1050 maptile *mp;
1005 1051
1006 if (dir==0) return NULL; 1052 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1053 return NULL;
1028}
1029 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}
1030 1079
1031/* cast_smite_arch() - the priest points to a creature and causes 1080/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1081 * a 'godly curse' to decend.
1033 * usual params - 1082 * usual params -
1034 * op = player 1083 * op = player
1035 * caster = object casting the spell. 1084 * caster = object casting the spell.
1036 * dir = direction being cast 1085 * dir = direction being cast
1037 * spell = spell object 1086 * spell = spell object
1038 */ 1087 */
1039 1088int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1089cast_smite_spell (object *op, object *caster, int dir, object *spell)
1090{
1041 object *effect, *target; 1091 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1092 object *god = find_god (determine_god (op));
1043 int range; 1093 int range;
1044 1094
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1095 range = spell->range + SP_level_range_adjust (caster, spell);
1046 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);
1047 1097
1048 /* Bunch of conditions for casting this spell. Note that only 1098 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1099 * require a god if this is a cleric spell (requires grace).
1050 * 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
1051 * 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
1052 * interesting spell. 1102 * interesting spell.
1053 * 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
1054 * can't be friendly to your god. 1104 * can't be friendly to your god.
1055 */ 1105 */
1056 1106
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1107 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1108 || (!god && spell->stats.grace)
1059 ||(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)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1110 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1111 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1112 return 0;
1063 } 1113 }
1064 1114
1065 if (spell->other_arch) 1115 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1116 effect = arch_to_object (spell->other_arch);
1067 else 1117 else
1068 return 0; 1118 return 0;
1069 1119
1070 /* tailor the effect by priest level and worshipped God */ 1120 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1121 effect->level = casting_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1122 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1124 {
1074 if(tailor_god_spell(effect,op)) 1125 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1127 else
1128 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1129 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1130 return 0;
1080 } 1131 }
1081 } 1132 }
1082 1133
1083 /* size of the area of destruction */ 1134 /* size of the area of destruction */
1084 effect->range=spell->range + 1135 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1136 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1137
1089 if (effect->attacktype & AT_DEATH) { 1138 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1139 {
1091 SP_level_dam_adjust(caster,spell); 1140 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1141
1093 /* casting death spells at undead isn't a good thing */ 1142 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1143 if (QUERY_FLAG (target, FLAG_UNDEAD))
1144 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1145 if (random_roll (0, 2, op, PREFER_LOW))
1146 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1147 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1148 effect->x = op->x;
1098 effect->y=op->y; 1149 effect->y = op->y;
1099 } else { 1150 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1151 else
1101 query_name(target)); 1152 {
1153 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1154 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1155 effect->destroy ();
1104 return 0; 1156 return 0;
1157 }
1158 }
1105 } 1159 }
1106 } 1160 else
1107 } else { 1161 {
1108 /* how much woe to inflict :) */ 1162 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1163 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1164 }
1112 1165
1113 set_owner(effect,op); 1166 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1167 set_spell_skill (op, caster, spell, effect);
1115 1168
1116 /* ok, tell it where to be, and insert! */ 1169 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1170 effect->insert_at (target, op);
1118 effect->y=target->y; 1171
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1; 1172 return 1;
1122} 1173}
1123
1124 1174
1125/**************************************************************************** 1175/****************************************************************************
1126 * 1176 *
1127 * MAGIC MISSILE code. 1177 * MAGIC MISSILE code.
1128 * 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
1129 * code here is just to move the missile. 1179 * code here is just to move the missile.
1130 ****************************************************************************/ 1180 ****************************************************************************/
1131 1181
1132/* op is a missile that needs to be moved */ 1182/* op is a missile that needs to be moved */
1183void
1133void move_missile(object *op) { 1184move_missile (object *op)
1134 int i, mflags; 1185{
1135 object *owner;
1136 sint16 new_x, new_y;
1137 mapstruct *m;
1138
1139 if (op->range-- <=0) { 1186 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1187 {
1188 op->drop_and_destroy ();
1189 return;
1190 }
1144 1191
1145 owner = get_owner(op); 1192 mapxy pos (op);
1146#if 0 1193 pos.move (op->direction);
1147 /* It'd make things nastier if this wasn't here - spells cast by 1194
1148 * monster that are then killed would continue to survive 1195 if (!pos.normalise ())
1149 */
1150 if (owner == NULL) {
1151 remove_ob(op);
1152 free_object(op);
1153 return;
1154 } 1196 {
1155#endif 1197 op->destroy ();
1198 return;
1199 }
1156 1200
1157 new_x = op->x + DIRX(op); 1201 mapspace &ms = pos.ms ();
1158 new_y = op->y + DIRY(op);
1159 1202
1160 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))
1161 1204 {
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1164 tag_t tag = op->count;
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1205 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1206 /* Basically, missile only hits one thing then goes away.
1167 * 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.
1168 */ 1208 */
1169 if ( ! was_destroyed (op, tag)) { 1209 op->destroy ();
1170 remove_ob (op); 1210 return;
1171 free_object(op); 1211 }
1172 } 1212
1173 return; 1213 if (!op->direction)
1174 } 1214 {
1175 1215 op->destroy ();
1176 remove_ob(op); 1216 return;
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1178 free_object(op);
1179 return;
1180 } 1217 }
1181 op->x = new_x; 1218
1182 op->y = new_y; 1219 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1183 op->map = m;
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1185 if(i > 0 && i != op->direction){ 1220 if (i > 0 && i != op->direction)
1221 {
1186 op->direction=i; 1222 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1223 SET_ANIMATION (op, op->direction);
1188 } 1224 }
1189 insert_ob_in_map(op,op->map,op,0); 1225
1226 pos.insert (op, op);
1190} 1227}
1191 1228
1192/**************************************************************************** 1229/****************************************************************************
1193 * Destruction 1230 * Destruction
1194 ****************************************************************************/ 1231 ****************************************************************************/
1232
1195/* make_object_glow() - currently only makes living objects glow. 1233/* make_object_glow() - currently only makes living objects glow.
1196 * 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
1197 * object. if time is 0, the object glows permanently. To truely 1235 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1236 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1237 * give them the capability to have an inventory. b.t.
1200 */ 1238 */
1201 1239int
1202int make_object_glow(object *op, int radius, int time) { 1240make_object_glow (object *op, int radius, int time)
1203 object *tmp; 1241{
1204
1205 /* some things are unaffected... */ 1242 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1243 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1244 return 0;
1208 1245
1209 tmp=get_archetype(FORCE_NAME); 1246 object *tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1247 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1248 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1249 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1250 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1251 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1252 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1253
1217 tmp->x=op->x;
1218 tmp->y=op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1254 tmp = insert_ob_in_ob (tmp, op);
1255
1221 if (tmp->glow_radius > op->glow_radius) 1256 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1257 op->glow_radius = tmp->glow_radius;
1223 1258
1224 if(!tmp->env||op!=tmp->env) {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1226 op->name);
1227 return 0;
1228 }
1229 return 1; 1259 return 1;
1230} 1260}
1231 1261
1232 1262int
1233
1234
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1263cast_destruction (object *op, object *caster, object *spell_ob)
1264{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1265 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1266 sint16 sx, sy;
1238 mapstruct *m; 1267 maptile *m;
1239 object *tmp; 1268 object *tmp;
1240 const char *skill; 1269 const char *skill;
1241 1270
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1271 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 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);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1273 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1274 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1275 friendly = 1;
1246 1276
1247 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1279 * We do some shortcuts here - since this is just temporary
1250 * 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
1251 * the full share string/free_string route. 1281 * the full share string/free_string route.
1252 */ 1282 */
1253 skill = op->skill; 1283 skill = op->skill;
1284 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1286 else if (caster->skill)
1287 op->skill = caster->skill;
1288 else
1256 else op->skill = NULL; 1289 op->skill = NULL;
1257 1290
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1259 1292
1260 for(i= -range; i<range; i++) { 1293 for (i = -range; i <= range; i++)
1294 {
1261 for(j=-range; j<range ; j++) { 1295 for (j = -range; j <= range; j++)
1296 {
1262 m = op->map; 1297 m = op->map;
1263 sx = op->x + i; 1298 sx = op->x + i;
1264 sy = op->y + j; 1299 sy = op->y + j;
1300
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1301 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1302 if (mflags & P_OUT_OF_MAP)
1303 continue;
1304
1267 if (mflags & P_IS_ALIVE) { 1305 if (mflags & P_IS_ALIVE)
1268 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)
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1308 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1309 break;
1271 if (tmp) {
1272 if (tmp->head) tmp=tmp->head;
1273 1310
1311 if (tmp)
1312 {
1313 if (tmp->head)
1314 tmp = tmp->head;
1315
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1316 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1318 {
1319 if (spell_ob->subtype == SP_DESTRUCTION)
1320 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1322
1279 tmp = arch_to_object(spell_ob->other_arch); 1323 if (spell_ob->other_arch)
1280 tmp->x = sx; 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1281 tmp->y = sy; 1325 }
1282 insert_ob_in_map(tmp, m, op, 0); 1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1283 } 1327 {
1284 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1286 tmp->resist[ATNR_MAGIC]!=100) {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1328 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1288 object *effect = arch_to_object(spell_ob->other_arch); 1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1289 effect->x = sx; 1330 }
1290 effect->y = sy; 1331 }
1291 insert_ob_in_map(effect, m, op, 0); 1332 }
1292 } 1333 }
1293 } 1334 }
1294 }
1295 }
1296 } 1335 }
1297 } 1336
1298 }
1299 op->skill = skill; 1337 op->skill = skill;
1300 return 1; 1338 return 1;
1301} 1339}
1302 1340
1303/*************************************************************************** 1341/***************************************************************************
1304 * 1342 *
1305 * CURSE 1343 * CURSE
1306 * 1344 *
1307 ***************************************************************************/ 1345 ***************************************************************************/
1308 1346
1347int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1349{
1310 object *god = find_god(determine_god(op)); 1350 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1351 object *tmp, *force;
1312 1352
1313 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);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1354 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1355 {
1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1357 return 0;
1358 }
1320 1359
1360 tmp = tmp->head_ ();
1361
1321 /* 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. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1363 for (force = tmp->inv; force; force = force->below)
1364 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1366 {
1324 if (force->name == spell_ob->name) { 1367 if (force->name == spell_ob->name)
1325 break; 1368 {
1326 } 1369 break;
1370 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1371 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1372 {
1329 "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);
1330 spell_ob->name, force->name_pl); 1374 return 0;
1331 return 0; 1375 }
1376 }
1332 } 1377 }
1333 } 1378
1379 if (!force)
1334 } 1380 {
1335
1336 if(force==NULL) {
1337 force=get_archetype(FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name); 1383
1340 if (spell_ob->race) 1384 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1385 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1386 else
1387 force->name = spell_ob->name;
1388
1389 force->name_pl = spell_ob->name;
1390
1391 }
1392 else
1393 {
1348 int duration; 1394 int duration;
1349 1395
1350 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;
1351 if (duration > force->duration) { 1397 if (duration > force->duration)
1398 {
1352 force->duration = duration; 1399 force->duration = duration;
1353 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.");
1354 } else { 1401 }
1402 else
1355 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.");
1356 } 1404
1357 return 1; 1405 return 1;
1358 } 1406 }
1407
1359 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;
1360 force->speed = 1.0; 1409 force->speed = 1.f;
1361 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1362 SET_FLAG(force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1363 1412
1364 if(god) { 1413 if (god)
1414 {
1365 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1416 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1417 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1418 force->path_denied = god->path_denied;
1369 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);
1370 "You are a victim of %s's curse!",god->name); 1420 }
1371 } else 1421 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1422 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1423
1374 1424
1375 if(tmp!=op && op->type==PLAYER) 1425 if (tmp != op && op->type == PLAYER)
1376 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);
1377 1427
1378 force->stats.ac = spell_ob->stats.ac; 1428 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1380 1430
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1432 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1433 tmp->update_stats ();
1384 return 1; 1434 return 1;
1385 1435
1386} 1436}
1387
1388 1437
1389/********************************************************************** 1438/**********************************************************************
1390 * mood change 1439 * mood change
1391 * 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
1392 * effects monsters, it seems best to put it into this file 1441 * effects monsters, it seems best to put it into this file
1393 ***********************************************************************/ 1442 ***********************************************************************/
1394 1443
1395/* This covers the various spells that change the moods of monsters - 1444/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1445 * makes them angry, peacful, friendly, etc.
1397 */ 1446 */
1447int
1398int mood_change(object *op, object *caster, object *spell) { 1448mood_change (object *op, object *caster, object *spell)
1449{
1399 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1452 sint16 x, y, nx, ny;
1402 mapstruct *m; 1453 maptile *m;
1403 const char *race; 1454 const char *race;
1404 1455
1405 /* 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
1406 * doing it over and over again. 1457 * doing it over and over again.
1407 */ 1458 */
1408 god=find_god(determine_god(op)); 1459 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1460 level = casting_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1461 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1462
1412 /* 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_...
1413 * 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
1414 * won't ever match anything. 1465 * won't ever match anything.
1415 */ 1466 */
1416 if (!spell->race) race=NULL; 1467 if (!spell->race)
1468 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1469 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1470 race = god->slaying;
1418 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
1419 else race = spell->race; 1474 race = spell->race;
1420
1421 1475
1422 for (x = op->x - range; x <= op->x + range; x++) 1476 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1477 for (y = op->y - range; y <= op->y + range; y++)
1424 1478 {
1425 done_one=0; 1479 done_one = 0;
1426 m = op->map; 1480 m = op->map;
1427 nx = x; 1481 nx = x;
1428 ny = y; 1482 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1483 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1484 if (mflags & P_OUT_OF_MAP)
1485 continue;
1431 1486
1432 /* 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 */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1488 if (!(mflags & P_IS_ALIVE))
1489 continue;
1434 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
1435 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)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1497 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1498 break;
1437 1499
1438 /* There can be living objects that are not monsters */ 1500 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1501 if (!tmp || tmp->type == PLAYER)
1502 continue;
1440 1503
1441 /* Only the head has meaningful data, so resolve to that */ 1504 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1505 if (tmp->head)
1443 else head=tmp; 1506 head = tmp->head;
1507 else
1508 head = tmp;
1444 1509
1445 /* 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 */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1511 if (race && head->race && !strstr (race, head->race))
1512 continue;
1513
1447 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;
1448 1516
1449 /* Now do a bunch of stuff related to saving throws */ 1517 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1518 best_at = -1;
1451 if (spell->attacktype) { 1519 if (spell->attacktype)
1520 {
1452 for (at=0; at < NROFATTACKS; at++) 1521 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1522 if (spell->attacktype & (1 << at))
1454 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;
1455 1525
1456 if (best_at == -1) at=0; 1526 if (best_at == -1)
1527 at = 0;
1457 else { 1528 else
1529 {
1458 if (head->resist[best_at] == 100) continue; 1530 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1531 continue;
1460 } 1532 else
1533 at = head->resist[best_at] / 5;
1534 }
1461 at -= level / 5; 1535 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1536 if (did_make_save (head, head->level, at))
1463 } 1537 continue;
1538 }
1464 else /* spell->attacktype */ 1539 else /* spell->attacktype */
1540 {
1465 /* 1541 /*
1466 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:
1467 * if spell level < monster level, no go 1543 * if spell level < monster level, no go
1468 * 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 ) )
1469 1545
1470 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.
1471 1547
1472 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
1473 charm a level 125 monster... 1549 charm a level 125 monster...
1474 1550
1475 Ryo, august 14th 1551 Ryo, august 14th
1476 */ 1552 */
1477 {
1478 if ( head->level > level ) continue; 1553 if (head->level > level)
1554 continue;
1555
1479 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))))
1480 /* Failed, no effect */ 1557 /* Failed, no effect */
1481 continue; 1558 continue;
1482 } 1559 }
1483 1560
1484 /* Done with saving throw. Now start effecting the monster */ 1561 /* Done with saving throw. Now start affecting the monster */
1485 1562
1486 /* aggravation */ 1563 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1564 if (QUERY_FLAG (spell, FLAG_MONSTER))
1565 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1566 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1567 remove_friendly_object (head);
1568 done_one = 1;
1569 head->enemy = op;
1570 }
1491 1571
1492 done_one = 1;
1493 head->enemy = op;
1494 }
1495
1496 /* calm monsters */ 1572 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1573 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1574 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1575 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1576 head->enemy = NULL;
1500 done_one = 1; 1577 done_one = 1;
1501 } 1578 }
1502 1579
1503 /* berserk monsters */ 1580 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1581 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1582 {
1505 SET_FLAG(head, FLAG_BERSERK); 1583 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1584 done_one = 1;
1507 } 1585 }
1586
1508 /* charm */ 1587 /* charm */
1509 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))
1510 SET_FLAG(head, FLAG_FRIENDLY); 1589 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1592 /* Prevent uncontrolled outbreaks of self replicating monsters.
1512 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.
1513 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. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1595 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1596 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1597 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1598 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1599 head->attack_movement = PETMOVE;
1519 done_one = 1; 1600 done_one = 1;
1520 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);
1521 head->stats.exp = 0; 1602 head->stats.exp = 0;
1522 } 1603 }
1523 1604
1524 /* If a monster was effected, put an effect in */ 1605 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1606 if (done_one && spell->other_arch)
1526 tmp = arch_to_object(spell->other_arch); 1607 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1527 tmp->x = nx; 1608 } /* for y */
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 }
1531 } /* for y */
1532 1609
1533 return 1; 1610 return 1;
1534} 1611}
1535 1612
1536 1613
1537/* 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
1538 * 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
1539 * lightning spell used it, that seemed misnamed. 1616 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1617 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1618 * note that duration is handled by process_object() in time.c
1542 */ 1619 */
1543 1620void
1544void move_ball_spell(object *op) { 1621move_ball_spell (object *op)
1622{
1545 int i,j,dam_save,dir, mflags; 1623 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1624 sint16 nx, ny, hx, hy;
1547 object *owner; 1625 object *owner;
1548 mapstruct *m; 1626 maptile *m;
1549 1627
1550 owner = get_owner(op); 1628 owner = op->owner;
1551 1629
1552 /* 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,
1553 * 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
1554 * victim. The block immediately below more or less chooses a random 1632 * victim. The block immediately below more or less chooses a random
1555 * 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
1556 * deviations. 1634 * deviations.
1557 */ 1635 */
1558 1636
1559 dir = 0; 1637 dir = 0;
1560 if(!(rndm(0, 3))) 1638 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1639 j = rndm (0, 1);
1562 else j=0; 1640 else
1641 j = 0;
1563 1642
1564 for(i = 1; i < 9; i++) { 1643 for (i = 1; i < 9; i++)
1644 {
1565 /* i bit 0: alters sign of offset 1645 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1646 * other bits (i / 2): absolute value of offset
1567 */ 1647 */
1568 1648
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1649 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1650 int tmpdir = absdir (op->direction + offset);
1571 1651
1572 nx = op->x + freearr_x[tmpdir]; 1652 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1653 ny = op->y + freearr_y[tmpdir];
1574 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))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1655 {
1576 dir = tmpdir; 1656 dir = tmpdir;
1577 break; 1657 break;
1578 } 1658 }
1579 } 1659 }
1580 if (dir == 0) { 1660 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1661 {
1662 nx = op->x;
1663 ny = op->y;
1664 m = op->map;
1665 }
1585 1666
1586 remove_ob(op); 1667 m->insert (op, nx, ny, op);
1587 op->y=ny; 1668
1588 op->x=nx;
1589 insert_ob_in_map(op,m,op,0);
1590
1591 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
1592 surrounding squares */ 1670 surrounding squares */
1593 1671
1594 /* loop over current square and neighbors to hit. 1672 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1673 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1674 * the surround spaces.
1597 */ 1675 */
1598 for(j=0;j<9;j++) { 1676 for (j = 0; j < 9; j++)
1599 object *new_ob; 1677 {
1600
1601 hx = nx+freearr_x[j]; 1678 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1679 hy = ny + freearr_y[j];
1603 1680
1604 m = op->map; 1681 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1682 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1683
1607 if (mflags & P_OUT_OF_MAP) continue; 1684 if (mflags & P_OUT_OF_MAP)
1685 continue;
1608 1686
1609 /* 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
1610 * of the map either. 1688 * of the map either.
1611 */ 1689 */
1612 1690
1613 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)))
1614 if(j) op->stats.dam = dam_save/2; 1692 {
1693 if (j)
1694 op->stats.dam = dam_save / 2;
1695
1615 hit_map(op,j,op->attacktype,1); 1696 hit_map (op, j, op->attacktype, 1);
1697 }
1616 1698
1617 }
1618
1619 /* insert the other arch */ 1699 /* insert the other arch */
1620 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))))
1621 new_ob = arch_to_object(op->other_arch); 1701 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1622 new_ob->x = hx;
1623 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0);
1625 }
1626 } 1702 }
1627 1703
1628 /* restore to the center location and damage*/ 1704 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1705 op->stats.dam = dam_save;
1630 1706
1631 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);
1632 1708
1633 if(i>=0) { /* we have a preferred direction! */ 1709 if (i >= 0)
1710 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1711 /* pick another direction if the preferred dir is blocked. */
1635 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 ||
1636 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)))
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1714 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1715
1639 op->direction=i; 1716 op->direction = i;
1640 } 1717 }
1641} 1718}
1642 1719
1643
1644/* move_swarm_spell: peterm 1720/* move_swarm_spell: peterm
1645 * 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
1646 * 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
1647 * 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
1648 * 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
1649 * 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.
1650 */ 1726 */
1651 1727void
1652void move_swarm_spell(object *op) 1728move_swarm_spell (object *op)
1653{ 1729{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1730#if 0
1676 // 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 };
1677 // (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 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1733 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1734 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1735 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1736#endif
1737 object *owner = op->env;
1723 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
1724 /* 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
1725 * should just be a pointer to the spell in some inventory, 1800 * should just be a pointer to the spell in some inventory,
1726 * 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,
1727 * do some sanity checking anyways. 1802 * do some sanity checking anyways.
1728 */ 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))))
1729 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
1730 if (op->spell && op->spell->type == SPELL) 1824 if (op->spell && op->spell->type == SPELL)
1731 { 1825 {
1732 /* 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 */
1733 if (op->spell->subtype == SP_BULLET) 1827 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1828 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1829 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 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);
1737 } 1831 }
1738} 1832}
1739
1740
1741
1742 1833
1743/* fire_swarm: 1834/* fire_swarm:
1744 * The following routine creates a swarm of objects. It actually 1835 * The following routine creates a swarm of objects. It actually
1745 * sets up a specific swarm object, which then fires off all 1836 * sets up a specific swarm object, which then fires off all
1746 * the parts of the swarm. 1837 * the parts of the swarm.
1749 * caster: the caster (owner, wand, rod, scroll) 1840 * caster: the caster (owner, wand, rod, scroll)
1750 * dir: the direction everything will be fired in 1841 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1842 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1843 * n: the number to be fired.
1753 */ 1844 */
1754 1845int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1846fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1847{
1757 object *tmp;
1758 int i;
1759
1760 if (!spell->other_arch) return 0; 1848 if (!spell->other_arch)
1849 return 0;
1761 1850
1762 tmp=get_archetype(SWARM_SPELL); 1851 object *tmp = archetype::get (SWARM_SPELL);
1763 tmp->x=op->x; 1852
1764 tmp->y=op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1766 set_spell_skill(op, caster, spell, tmp); 1853 set_spell_skill (op, caster, spell, tmp);
1767
1768 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. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1855 tmp->spell = spell->other_arch->instance ();
1770
1771 tmp->attacktype = tmp->spell->attacktype; 1856 tmp->attacktype = tmp->spell->attacktype;
1772 1857
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1858 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1774 if ( ! tailor_god_spell (tmp, op)) 1859 if (!tailor_god_spell (tmp, op))
1775 return 1; 1860 return 1;
1776 } 1861
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1862 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1863 for (int i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1864 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1865
1781 tmp->direction=dir;
1782 tmp->invisible=1; 1866 tmp->invisible = 1;
1783 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
1784 return 1; 1874 return 1;
1785} 1875}
1786
1787 1876
1788/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1789 * function. 1878 * function.
1790 */ 1879 */
1880int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1881cast_light (object *op, object *caster, object *spell, int dir)
1882{
1792 object *target=NULL,*tmp=NULL; 1883 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 1884 sint16 x, y;
1794 int dam, mflags; 1885 int dam, mflags;
1795 mapstruct *m; 1886 maptile *m;
1796 1887
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 1889
1799 if(!dir) { 1890 if (!dir)
1891 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 1893 return 0;
1802 } 1894 }
1803 1895
1804 x=op->x+freearr_x[dir]; 1896 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 1897 y = op->y + freearr_y[dir];
1806 m = op->map; 1898 m = op->map;
1807 1899
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 1900 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 1901
1810 if (mflags & P_OUT_OF_MAP) { 1902 if (mflags & P_OUT_OF_MAP)
1903 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 1905 return 0;
1813 } 1906 }
1814 1907
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 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)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 1914 if (target->head)
1915 target = target->head;
1916
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 1917 hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 1918 return 1; /* one success only! */
1919 }
1822 } 1920 }
1823 }
1824 1921
1825 /* no live target, perhaps a wall is in the way? */ 1922 /* no live target, perhaps a wall is in the way? */
1826 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 {
1827 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.");
1828 return 0; 1926 return 0;
1829 } 1927 }
1830 1928
1831 /* 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 */
1832 tmp=arch_to_object(spell->other_arch); 1930 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 1931 if (!tmp)
1932 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1933 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 1934 return 0;
1836 } 1935 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 1937 if (tmp->glow_radius)
1938 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1939 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 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;
1841 } 1942 }
1842 tmp->x=x; 1943
1843 tmp->y=y; 1944 m->insert (tmp, x, y, op);
1844 insert_ob_in_map(tmp,m,op,0);
1845 return 1; 1945 return 1;
1846} 1946}
1847
1848
1849
1850 1947
1851/* cast_cause_disease: this spell looks along <dir> from the 1948/* cast_cause_disease: this spell looks along <dir> from the
1852 * player and infects someone. 1949 * player and infects someone.
1853 * 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
1854 * 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
1855 * perhaps this should actually be in disease.c? 1952 * perhaps this should actually be in disease.c?
1856 */ 1953 */
1857 1954int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1955cast_cause_disease (object *op, object *caster, object *spell, int dir)
1956{
1859 sint16 x,y; 1957 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 1958 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 1959 object *walk;
1862 mapstruct *m; 1960 maptile *m;
1863 1961
1864 x = op->x; 1962 x = op->x;
1865 y = op->y; 1963 y = op->y;
1866 1964
1867 /* 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
1868 * direction the player is pointing. 1966 * direction the player is pointing.
1869 */ 1967 */
1968 if (!dir)
1870 if (!dir) dir=op->facing; 1969 dir = op->facing;
1970
1971 if (!dir)
1871 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 */
1872 1973
1873 /* Calculate these once here */ 1974 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 1975 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 1976 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 1977 dur_mod = SP_level_duration_adjust (caster, spell);
1877 1978
1878 /* search in a line for a victim */ 1979 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 1980 for (i = 1; i < range; i++)
1981 {
1880 x = op->x + i * freearr_x[dir]; 1982 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 1983 y = op->y + i * freearr_y[dir];
1882 m = op->map; 1984 m = op->map;
1883 1985
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 1986 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 1987
1886 if (mflags & P_OUT_OF_MAP) return 0; 1988 if (mflags & P_OUT_OF_MAP)
1989 return 0;
1887 1990
1888 /* don't go through walls - presume diseases are airborne */ 1991 /* don't go through walls - presume diseases are airborne */
1889 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;
1890 1994
1891 /* 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 */
1892 if (mflags & P_IS_ALIVE) { 1996 if (mflags & P_IS_ALIVE)
1997 {
1893 /* search this square for a victim */ 1998 /* search this square for a victim */
1894 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)
1895 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 */
1896 object *disease = arch_to_object(spell->other_arch); 2002 object *disease = arch_to_object (spell->other_arch);
1897 2003
1898 set_owner(disease,op); 2004 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 2005 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2006 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2007 disease->level = casting_level (caster, spell);
1902 2008
1903 /* do level adjustments */ 2009 /* do level adjustments */
1904 if(disease->stats.wc) 2010 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2011 disease->stats.wc += dur_mod / 2;
1906 2012
1907 if(disease->magic> 0) 2013 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2014 disease->magic += dur_mod / 8;
1909 2015
1910 if(disease->stats.maxhp>0) 2016 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2017 disease->stats.maxhp += dur_mod;
1912 2018
1913 if(disease->stats.maxgrace>0) 2019 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2020 disease->stats.maxgrace += dur_mod;
1915 2021
1916 if(disease->stats.dam) { 2022 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2023 {
1918 disease->stats.dam += dam_mod; 2024 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2025 disease->stats.dam += dam_mod;
1920 } 2026 else
2027 disease->stats.dam -= dam_mod;
2028 }
1921 2029
1922 if(disease->last_sp) { 2030 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2031 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2032 disease->last_sp -= 2 * dam_mod;
1925 } 2033 if (disease->last_sp < 1)
2034 disease->last_sp = 1;
2035 }
1926 2036
1927 if(disease->stats.maxsp) { 2037 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2038 {
1929 disease->stats.maxsp += dam_mod; 2039 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2040 disease->stats.maxsp += dam_mod;
1931 } 2041 else
1932 2042 disease->stats.maxsp -= dam_mod;
2043 }
2044
1933 if(disease->stats.ac) 2045 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2046 disease->stats.ac += dam_mod;
1935 2047
1936 if(disease->last_eat) 2048 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2049 disease->last_eat -= dam_mod;
1938 2050
1939 if(disease->stats.hp) 2051 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2052 disease->stats.hp -= dam_mod;
1941 2053
1942 if(disease->stats.sp) 2054 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2055 disease->stats.sp -= dam_mod;
1944 2056
1945 if(infect_object(walk,disease,1)) { 2057 if (infect_object (walk, disease, 1))
1946 object *flash; /* visual effect for inflicting disease */ 2058 {
1947
1948 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);
1949 2060
1950 free_object(disease); /* don't need this one anymore */ 2061 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1952 flash->x = x; 2063 return 1;
1953 flash->y = y; 2064 }
1954 flash->map = walk->map; 2065
1955 insert_ob_in_map(flash,walk->map,op,0); 2066 disease->destroy ();
1956 return 1; 2067 }
1957 } 2068 } /* if living creature */
1958 free_object(disease); 2069 } /* for range of spaces */
1959 } 2070
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2071 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2072 return 1;
1964} 2073}

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