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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.8 by pippijn, Thu Sep 7 10:01:58 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 1.8 2006/09/07 10:01:58 pippijn 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
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)
135 return; 134 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 141
144 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
150 new_bolt->duration++; 148 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164 161void
165void move_bolt(object *op) { 162move_bolt (object *op)
166 object *tmp; 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 mapstruct *m; 166 maptile *m;
170 167
171 if(--(op->duration)<0) { 168 if (--op->duration < 0)
172 remove_ob(op); 169 {
173 free_object(op); 170 op->drop_and_destroy ();
171 return;
172 }
173
174 hit_map (op, 0, op->attacktype, 1);
175
176 if (!op->direction)
177 return;
178
179 if (--op->range < 0)
180 op->range = 0;
181 else
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)
174 return; 189 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 190
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 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 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 193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 194 * will be useful.
195 */ 195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 197 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 199 return;
201 200
202 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 203 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 204 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 205 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 206 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 207 * to the southwest.
209 */ 208 */
210 if(op->direction&1) 209 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 210 op->direction = absdir (op->direction + 4);
212 else { 211 else
212 {
213 int left, right; 213 int left, right;
214 int mflags; 214 int mflags;
215 215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 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 217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 219 * op->direction-1 or op->direction+1 does not exist.
220 */ 220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 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); 222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 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); 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)); 228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 229
230 if(left==right) 230 if (left == right)
231 op->direction=absdir(op->direction+4); 231 op->direction = absdir (op->direction + 4);
232 else if(left) 232 else if (left)
233 op->direction=absdir(op->direction+2); 233 op->direction = absdir (op->direction + 2);
234 else if(right) 234 else if (right)
235 op->direction=absdir(op->direction-2); 235 op->direction = absdir (op->direction - 2);
236 } 236 }
237
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 239 return;
239 } 240 }
241 else
240 else { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 243 object *tmp = op->clone ();
242 copy_object(op,tmp); 244
245 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 246 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 248 tmp->duration++;
248 249
249 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 251 * going off in other directions.
251 */ 252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
252 255
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
258 */ 258 */
259 op->range = 0; 259 op->range = 0;
260 } /* copy object and move it along */ 260 } /* copy object and move it along */
261 } /* if move bolt along */ 261 } /* if move bolt along */
262} 262}
263 263
264/* fire_bolt 264/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 268 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
270 * pointers. 270 * pointers.
271 */ 271 */
272 272int
273int 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{
274 object *tmp=NULL; 275 object *tmp = NULL;
275 int mflags; 276 int mflags;
276 277
277 if (!spob->other_arch) 278 if (!spob->other_arch)
278 return 0; 279 return 0;
279 280
280 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 282 if (tmp == NULL)
282 return 0; 283 return 0;
283 284
284 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
285 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);
286 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
289 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
292 296
293 tmp->direction=dir; 297 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
296 300
297 set_owner(tmp,op); 301 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
299 303
300 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 306 tmp->map = op->map;
303 307
308 maptile *newmap;
304 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);
305 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 311 {
312 tmp->drop_and_destroy ();
307 return 0; 313 return 0;
308 } 314 }
315
316 tmp->map = newmap;
317
309 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 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 321 {
322 tmp->drop_and_destroy ();
312 return 0; 323 return 0;
313 } 324 }
325
314 tmp->x=op->x; 326 tmp->x = op->x;
315 tmp->y=op->y; 327 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 329 tmp->map = op->map;
318 } 330 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 333 move_bolt (tmp);
334
321 return 1; 335 return 1;
322} 336}
323
324
325 337
326/*************************************************************************** 338/***************************************************************************
327 * 339 *
328 * BULLET/BALL CODE 340 * BULLET/BALL CODE
329 * 341 *
330 ***************************************************************************/ 342 ***************************************************************************/
331 343
332/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 346 * At least that is what I think this does.
335 */ 347 */
348void
336void explosion(object *op) { 349explosion (object *op)
337 object *tmp; 350{
338 mapstruct *m=op->map; 351 maptile *m = op->map;
339 int i; 352 int i;
340 353
341 if(--(op->duration)<0) { 354 if (--op->duration < 0)
342 remove_ob(op); 355 {
343 free_object(op); 356 op->destroy ();
344 return; 357 return;
345 } 358 }
359
346 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
347 361
348 if(op->range>0) { 362 if (op->range > 0)
363 {
349 for(i=1;i<9;i++) { 364 for (i = 1; i < 9; i++)
365 {
350 sint16 dx,dy; 366 sint16 dx, dy;
351 367
352 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
354 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 372 * out of map, etc.
356 */ 373 */
357 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))
358 tmp=get_object(); 375 {
359 copy_object(op,tmp); 376 object *tmp = op->clone ();
377
360 tmp->state=0; 378 tmp->state = 0;
361 tmp->speed_left= -0.21; 379 tmp->speed_left = -0.21f;
362 tmp->range--; 380 tmp->range--;
363 tmp->value=0; 381 tmp->value = 0;
364 tmp->x=dx; 382
365 tmp->y=dy; 383 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 384 }
368 } 385 }
369 } 386 }
370} 387}
371
372 388
373/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
375 * explode. 391 * explode.
376 */ 392 */
393void
377void explode_bullet(object *op) 394explode_bullet (object *op)
378{ 395{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 396 object *tmp, *owner;
381 397
382 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 401 op->destroy ();
385 free_object (op); 402 return;
403 }
404
405 if (op->env)
406 {
407 object *env = op->outer_env ();
408
409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
412 op->destroy ();
413 return;
414 }
415
416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
417 }
418 else if (out_of_map (op->map, op->x, op->y))
419 {
420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
421 op->destroy ();
422 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)
429 {
430 op->destroy ();
431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
386 return; 439 return;
387 } 440 }
388 441
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
428 444
429 copy_owner (tmp, op); 445 tmp->set_owner (op);
430 tmp->skill = op->skill; 446 tmp->skill = op->skill;
431 447
432 owner = get_owner(op); 448 owner = op->owner;
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
434 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
435 remove_ob (op); 454 {
436 free_object (op); 455 op->destroy ();
437 return; 456 return;
438 } 457 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 458
442 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
444 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 463 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 465 tmp->duration = op->duration;
448 } else { 466 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
450 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
454 /* 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 -
455 * the count of the parent should work fine. 477 * the count of the parent should work fine.
456 */ 478 */
457 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
458 } 480 }
459 481
460 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
463 485
464 /* Prevent recursion */ 486 /* Prevent recursion */
465 op->move_on = 0; 487 op->move_on = 0;
466 488
467 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
468 /* remove the firebullet */ 492 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 494}
474
475
476 495
477/* 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
478 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
479 */ 498 */
480 499void
481void check_bullet(object *op) 500check_bullet (object *op)
482{ 501{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 502 object *tmp;
485 int dam, mflags; 503 int dam, mflags;
486 mapstruct *m; 504 maptile *m;
487 sint16 sx, sy; 505 sint16 sx, sy;
488 506
489 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);
490 508
491 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)))
492 return; 510 return;
493 511
494 if (op->other_arch) { 512 if (op->other_arch)
513 {
495 /* explode object will also remove op */ 514 /* explode object will also remove op */
496 explode_bullet (op); 515 explode_bullet (op);
497 return; 516 return;
498 } 517 }
499 518
500 /* 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 */
501 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
502 522
503 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)
504 { 524 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 526 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
509 || (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)
510 { 531 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 533 {
513 free_object(op); 534 op->destroy ();
514 return; 535 return;
515 } 536 }
516 } 537 }
517 } 538 }
518 } 539 }
519} 540}
520
521 541
522/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 543 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
526 */ 546 */
527 547void
528void move_bullet(object *op) 548move_bullet (object *op)
529{ 549{
530 sint16 new_x, new_y; 550 sint16 new_x, new_y;
531 int mflags; 551 int mflags;
532 mapstruct *m; 552 maptile *m;
533 553
534#if 0 554#if 0
535 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
536 556
537 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 559 if (op->stats.sp == SP_METEOR)
560 {
540 replace_insert_ob_in_map("fire_trail",op); 561 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
542 return; 563 return;
543 } /* end addition. */ 564 } /* end addition. */
544#endif 565#endif
545 566
546 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 568 if (--op->range <= 0)
569 {
548 if (op->other_arch) { 570 if (op->other_arch)
549 explode_bullet (op); 571 explode_bullet (op);
550 } else { 572 else
551 remove_ob (op); 573 op->destroy ();
552 free_object (op); 574
553 }
554 return; 575 return;
555 } 576 }
556 577
557 new_x = op->x + DIRX(op); 578 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 579 new_y = op->y + DIRY (op);
559 m = op->map; 580 m = op->map;
560 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);
561 582
562 if (mflags & P_OUT_OF_MAP) { 583 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 584 {
564 free_object (op); 585 op->destroy ();
565 return; 586 return;
566 } 587 }
567 588
568 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 {
569 if (op->other_arch) { 591 if (op->other_arch)
570 explode_bullet (op); 592 explode_bullet (op);
571 } else { 593 else
572 remove_ob (op); 594 op->destroy ();
573 free_object (op); 595
574 }
575 return; 596 return;
576 } 597 }
577 598
578 remove_ob (op); 599 if (!(op = m->insert (op, new_x, new_y, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 600 return;
583 601
584 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
585 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 605 update_turn_face (op);
587 } else { 606 }
607 else
588 check_bullet (op); 608 check_bullet (op);
589 }
590} 609}
591
592
593
594 610
595/* fire_bullet 611/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 615 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
601 * pointers. 617 * pointers.
602 */ 618 */
603 619int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
605 object *tmp=NULL; 622 object *tmp = NULL;
606 int mflags; 623 int mflags;
607 624
608 if (!spob->other_arch) 625 if (!spob->other_arch)
609 return 0; 626 return 0;
610 627
611 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
612 if(tmp==NULL) 629 if (!tmp)
613 return 0; 630 return 0;
614 631
615 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
616 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);
617 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
635 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
619 637
620 tmp->range = 50; 638 tmp->range = 50;
621 639
622 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 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);
626 644
627 tmp->direction=dir; 645 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
630 648
631 set_owner(tmp,op); 649 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
633 651
634 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 654 tmp->map = op->map;
637 655
656 maptile *newmap;
638 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);
639 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 659 {
660 tmp->destroy ();
641 return 0; 661 return 0;
642 } 662 }
663
664 tmp->map = newmap;
665
643 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 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 669 {
670 tmp->destroy ();
646 return 0; 671 return 0;
647 } 672 }
673
648 tmp->x=op->x; 674 tmp->x = op->x;
649 tmp->y=op->y; 675 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 676 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 677 tmp->map = op->map;
652 } 678 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 679
680 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 681 check_bullet (tmp);
655 } 682
656 return 1; 683 return 1;
657} 684}
658
659
660
661 685
662/***************************************************************************** 686/*****************************************************************************
663 * 687 *
664 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
665 * 689 *
666 *****************************************************************************/ 690 *****************************************************************************/
667 691
668
669/* 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
670void cone_drop(object *op) { 694cone_drop (object *op)
695{
671 object *new_ob = arch_to_object(op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
672 697
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 698 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 699 new_ob->set_owner (op->owner);
677 700
678 /* preserve skill ownership */ 701 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 702 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
681 } 704
682 insert_ob_in_map(new_ob,op->map,op,0); 705 new_ob->insert_at (op, op);
683
684} 706}
685 707
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 709
710void
688void move_cone(object *op) { 711move_cone (object *op)
689 int i; 712{
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 714 if (!op->map)
715 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 717 op->set_speed (0);
697 update_ob_speed (op);
698 return; 718 return;
699 } 719 }
700 720
701 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
723 {
703 hit_map(op,0,op->attacktype,0); 724 hit_map (op, 0, op->attacktype, 0);
704 return; 725 return;
705 } 726 }
706 727
707#if 0 728#if 0
708 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 730 * when their cone dies when they die.
710 */ 731 */
711 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 733 if (op->owner == NULL)
713 remove_ob(op); 734 {
714 free_object(op); 735 op->destroy ();
715 return; 736 return;
716 } 737 }
717#endif 738#endif
718 739
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 740 hit_map (op, 0, op->attacktype, 0);
721 741
722 /* Check to see if we should push anything. 742 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 743 * Spell objects with weight push whatever they encounter to some
724 * degree. 744 * degree.
725 */ 745 */
746 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 747 check_spell_knockback (op);
727 748
728 if (was_destroyed (op, tag)) 749 if (op->destroyed ())
750 return;
751
752 if (op->duration-- < 0)
753 {
754 op->destroy ();
729 return; 755 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 756 }
736 /* Object has hit maximum range, so don't have it move 757 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 758 * any further. When the duration above expires,
738 * then the object will get removed. 759 * then the object will get removed.
739 */ 760 */
740 if (--op->range < 0) { 761 if (--op->range < 0)
762 {
741 op->range=0; /* just so it doesn't wrap */ 763 op->range = 0; /* just so it doesn't wrap */
742 return; 764 return;
765 }
766
767 for (int i = -1; i <= 1; i++)
743 } 768 {
769 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
744 770
745 for(i= -1;i<2;i++) {
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
747 y=op->y+freearr_y[absdir(op->stats.sp+i)];
748
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 771 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 772 {
751 copy_object(op, tmp); 773 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 774
755 tmp->duration = op->duration + 1; 775 tmp->duration = op->duration + 1;
756 776
757 /* Use for spell tracking - see ok_to_put_more() */ 777 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 778 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 779
780 op->map->insert (tmp, x, y, op);
781
760 if (tmp->other_arch) cone_drop(tmp); 782 if (tmp->other_arch)
783 cone_drop (tmp);
761 } 784 }
762 } 785 }
763} 786}
764 787
765/* cast_cone: casts a cone spell. 788/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 791 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 792 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 793 * to fire.
771 * returns 0 on failure, 1 on success. 794 * returns 0 on failure, 1 on success.
772 */ 795 */
796int
773int cast_cone(object *op, object *caster,int dir, object *spell) 797cast_cone (object *op, object *caster, int dir, object *spell)
774{ 798{
775 object *tmp; 799 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 800 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 801 maptile *m;
778 sint16 sx, sy; 802 sint16 sx, sy;
779 MoveType movetype; 803 MoveType movetype;
780 804
781 if (!spell->other_arch) return 0; 805 if (!spell->other_arch)
806 return 0;
782 807
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 808 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 809 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 811 return 0;
788 } 812 }
789 813
790 if(!dir) { 814 if (!dir)
815 {
791 range_min= 0; 816 range_min = 0;
792 range_max=8; 817 range_max = 8;
793 } 818 }
794 819
795 /* Need to know what the movetype of the object we are about 820 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 821 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 822 * insert it into is blocked.
798 */ 823 */
799 movetype = spell->other_arch->clone.move_type; 824 movetype = spell->other_arch->move_type;
800 825
801 for(i=range_min;i<=range_max;i++) { 826 for (i = range_min; i <= range_max; i++)
827 {
802 sint16 x,y, d; 828 sint16 x, y, d;
803 829
804 /* We can't use absdir here, because it never returns 830 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 831 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 832 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 833 * to hit that person.
808 */ 834 */
809 d = dir + i; 835 d = dir + i;
810 while (d < 0) d+=8; 836 while (d < 0)
837 d += 8;
811 while (d > 8) d-=8; 838 while (d > 8)
839 d -= 8;
812 840
813 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 845 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 846 * for the rune code.
819 */ 847 */
820 if (caster->type != RUNE && d==0) { 848 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 849 {
824 850 if (dir != 0)
825 x = op->x+freearr_x[d]; 851 d = 8;
826 y = op->y+freearr_y[d]; 852 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 853 continue;
854 }
830 855
856 x = op->x + freearr_x[d];
857 y = op->y + freearr_y[d];
858
859 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
860 continue;
861
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 863 continue;
833 864
834 success=1; 865 success = 1;
835 tmp=arch_to_object(spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 867 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 870 tmp->attacktype = spell->attacktype;
842 871
843 /* holy word stuff */ 872 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 874 if (!tailor_god_spell (tmp, op))
846 } 875 return 0;
847 876
848 if(dir) 877 if (dir)
849 tmp->stats.sp=dir; 878 tmp->stats.sp = dir;
850 else 879 else
851 tmp->stats.sp=i; 880 tmp->stats.sp = i;
852 881
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 882 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 883
855 /* If casting it in all directions, it doesn't go as far */ 884 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 885 if (dir == 0)
886 {
857 tmp->range /= 4; 887 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 888 if (tmp->range < 2 && spell->range >= 2)
889 tmp->range = 2;
859 } 890 }
891
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 892 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 893 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 894
863 /* Special bonus for fear attacks */ 895 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 896 if (tmp->attacktype & AT_FEAR)
897 {
898 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 899 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 900 else
867 tmp->duration += caster->level/3; 901 tmp->duration += caster->level / 3;
868 } 902 }
903
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 904 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
905 {
906 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 907 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 908 else
872 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
873 } 910 }
874 911
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 &spell->other_arch->name);
879 914
880 if (!tmp->move_on && tmp->stats.dam) { 915 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 917
918 m->insert (tmp, sx, sy, op);
919
887 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 921 * a single space too many times.
889 */ 922 */
890 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
891 924
892 if(tmp->other_arch) cone_drop(tmp); 925 if (tmp->other_arch)
926 cone_drop (tmp);
893 } 927 }
928
894 return success; 929 return success;
895} 930}
896 931
897/**************************************************************************** 932/****************************************************************************
898 * 933 *
899 * BOMB related code 934 * BOMB related code
900 * 935 *
901 ****************************************************************************/ 936 ****************************************************************************/
902 937
903
904/* This handles an exploding bomb. 938/* This handles an exploding bomb.
905 * op is the original bomb object. 939 * op is the original bomb object.
906 */ 940 */
941void
907void animate_bomb(object *op) { 942animate_bomb (object *op)
908 int i; 943{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return;
946
947 object *env = op->outer_env ();
948
949 if (op->env)
950 {
951 if (env->map == NULL)
913 return; 952 return;
914 953
915 954 if (!(op = op->insert_at (env, op)))
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count);
924
925 remove_ob(op);
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 955 return;
940 } 956 }
941 957
958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
959 // on a safe map. I don't like this special casing, but it seems to be neccessary
960 // as bombs can be carried.
961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
962 {
963 op->destroy ();
964 return;
965 }
966
942 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 969 * so just set up the appropriate values.
945 */ 970 */
946 at = find_archetype(SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 972 {
948 for(i=1;i<9;i++) { 973 for (int i = 1; i < 9; i++)
974 {
949 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]))
950 continue; 976 continue;
977
951 tmp = arch_to_object(at); 978 object *tmp = arch_to_object (at);
952 tmp->direction = i; 979 tmp->direction = i;
953 tmp->range = op->range; 980 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 982 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 984 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 985 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 986 tmp->skill = op->skill;
960 } 987
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 989 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 990
964 tmp->y = op->y + freearr_x[i]; 991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 992 move_bullet (tmp);
967 } 993 }
968 } 994 }
969 995
970 explode_bullet(op); 996 explode_bullet (op);
971} 997}
972 998
999int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1000create_bomb (object *op, object *caster, int dir, object *spell)
974 1001{
975 object *tmp; 1002 object *tmp;
976 int mflags; 1003 int mflags;
977 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];
978 mapstruct *m; 1005 maptile *m;
979 1006
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 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 {
982 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.");
983 return 0; 1011 return 0;
984 } 1012 }
1013
985 tmp=arch_to_object(spell->other_arch); 1014 tmp = arch_to_object (spell->other_arch);
986 1015
987 /* level dependencies for bomb */ 1016 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1017 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 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);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1019 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1020 tmp->attacktype = spell->attacktype;
992 1021
993 set_owner(tmp,op); 1022 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1023 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1024
996 tmp->y=dy; 1025 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1026 return 1;
999} 1027}
1000 1028
1001/**************************************************************************** 1029/****************************************************************************
1002 * 1030 *
1003 * smite related spell code. 1031 * smite related spell code.
1011 * dir is the direction to look in. 1039 * dir is the direction to look in.
1012 * range is how far out to look. 1040 * range is how far out to look.
1013 * 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.
1014 * this info is used for blocked magic/unholy spaces. 1042 * this info is used for blocked magic/unholy spaces.
1015 */ 1043 */
1016 1044object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1045get_pointed_target (object *op, int dir, int range, int type)
1046{
1018 object *target; 1047 object *target;
1019 sint16 x,y; 1048 sint16 x, y;
1020 int dist, mflags; 1049 int dist, mflags;
1021 mapstruct *mp; 1050 maptile *mp;
1022 1051
1023 if (dir==0) return NULL; 1052 if (dir == 0)
1024
1025 for (dist=1; dist<range; dist++) {
1026 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1030
1031 if (mflags & P_OUT_OF_MAP) return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1035
1036 if (mflags & P_IS_ALIVE) {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1039 return target;
1040 }
1041 }
1042 }
1043 }
1044 return NULL; 1053 return NULL;
1045}
1046 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}
1047 1079
1048/* cast_smite_arch() - the priest points to a creature and causes 1080/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1081 * a 'godly curse' to decend.
1050 * usual params - 1082 * usual params -
1051 * op = player 1083 * op = player
1052 * caster = object casting the spell. 1084 * caster = object casting the spell.
1053 * dir = direction being cast 1085 * dir = direction being cast
1054 * spell = spell object 1086 * spell = spell object
1055 */ 1087 */
1056 1088int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1089cast_smite_spell (object *op, object *caster, int dir, object *spell)
1090{
1058 object *effect, *target; 1091 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1092 object *god = find_god (determine_god (op));
1060 int range; 1093 int range;
1061 1094
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1095 range = spell->range + SP_level_range_adjust (caster, spell);
1063 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);
1064 1097
1065 /* Bunch of conditions for casting this spell. Note that only 1098 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1099 * require a god if this is a cleric spell (requires grace).
1067 * 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
1068 * 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
1069 * interesting spell. 1102 * interesting spell.
1070 * 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
1071 * can't be friendly to your god. 1104 * can't be friendly to your god.
1072 */ 1105 */
1073 1106
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1107 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1108 || (!god && spell->stats.grace)
1076 ||(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)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1110 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1111 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1112 return 0;
1080 } 1113 }
1081 1114
1082 if (spell->other_arch) 1115 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1116 effect = arch_to_object (spell->other_arch);
1084 else 1117 else
1085 return 0; 1118 return 0;
1086 1119
1087 /* tailor the effect by priest level and worshipped God */ 1120 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1121 effect->level = casting_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1122 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1124 {
1091 if(tailor_god_spell(effect,op)) 1125 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1127 else
1128 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1129 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1130 return 0;
1097 } 1131 }
1098 } 1132 }
1099 1133
1100 /* size of the area of destruction */ 1134 /* size of the area of destruction */
1101 effect->range=spell->range + 1135 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1136 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1137
1106 if (effect->attacktype & AT_DEATH) { 1138 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1139 {
1108 SP_level_dam_adjust(caster,spell); 1140 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1141
1110 /* casting death spells at undead isn't a good thing */ 1142 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1143 if (QUERY_FLAG (target, FLAG_UNDEAD))
1144 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1145 if (random_roll (0, 2, op, PREFER_LOW))
1146 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1147 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1148 effect->x = op->x;
1115 effect->y=op->y; 1149 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1150 }
1151 else
1152 {
1153 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1154 target->stats.hp = target->stats.maxhp * 2;
1155 effect->destroy ();
1156 return 0;
1123 } 1157 }
1124 } else { 1158 }
1159 }
1160 else
1161 {
1125 /* how much woe to inflict :) */ 1162 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1163 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1164 }
1129 1165
1130 set_owner(effect,op); 1166 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1167 set_spell_skill (op, caster, spell, effect);
1132 1168
1133 /* ok, tell it where to be, and insert! */ 1169 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1170 effect->insert_at (target, op);
1135 effect->y=target->y; 1171
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1172 return 1;
1139} 1173}
1140
1141 1174
1142/**************************************************************************** 1175/****************************************************************************
1143 * 1176 *
1144 * MAGIC MISSILE code. 1177 * MAGIC MISSILE code.
1145 * 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
1146 * code here is just to move the missile. 1179 * code here is just to move the missile.
1147 ****************************************************************************/ 1180 ****************************************************************************/
1148 1181
1149/* op is a missile that needs to be moved */ 1182/* op is a missile that needs to be moved */
1183void
1150void move_missile(object *op) { 1184move_missile (object *op)
1151 int i, mflags; 1185{
1152 object *owner;
1153 sint16 new_x, new_y;
1154 mapstruct *m;
1155
1156 if (op->range-- <=0) { 1186 if (op->range-- <= 0)
1157 remove_ob(op); 1187 {
1158 free_object(op); 1188 op->drop_and_destroy ();
1159 return; 1189 return;
1190 }
1191
1192 mapxy pos (op);
1193 pos.move (op->direction);
1194
1195 if (!pos.normalise ())
1160 } 1196 {
1161 1197 op->destroy ();
1162 owner = get_owner(op);
1163#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive
1166 */
1167 if (owner == NULL) {
1168 remove_ob(op);
1169 free_object(op);
1170 return; 1198 return;
1199 }
1200
1201 mapspace &ms = pos.ms ();
1202
1203 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1171 } 1204 {
1172#endif
1173
1174 new_x = op->x + DIRX(op);
1175 new_y = op->y + DIRY(op);
1176
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1178
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1181 tag_t tag = op->count;
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1205 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1206 /* Basically, missile only hits one thing then goes away.
1184 * 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.
1185 */ 1208 */
1186 if ( ! was_destroyed (op, tag)) { 1209 op->destroy ();
1187 remove_ob (op);
1188 free_object(op);
1189 }
1190 return; 1210 return;
1211 }
1212
1213 if (!op->direction)
1191 } 1214 {
1192 1215 op->destroy ();
1193 remove_ob(op);
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1195 free_object(op);
1196 return; 1216 return;
1197 } 1217 }
1198 op->x = new_x; 1218
1199 op->y = new_y; 1219 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1220 if (i > 0 && i != op->direction)
1221 {
1203 op->direction=i; 1222 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1223 SET_ANIMATION (op, op->direction);
1205 } 1224 }
1206 insert_ob_in_map(op,op->map,op,0); 1225
1226 pos.insert (op, op);
1207} 1227}
1208 1228
1209/**************************************************************************** 1229/****************************************************************************
1210 * Destruction 1230 * Destruction
1211 ****************************************************************************/ 1231 ****************************************************************************/
1232
1212/* make_object_glow() - currently only makes living objects glow. 1233/* make_object_glow() - currently only makes living objects glow.
1213 * 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
1214 * object. if time is 0, the object glows permanently. To truely 1235 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1236 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1237 * give them the capability to have an inventory. b.t.
1217 */ 1238 */
1218 1239int
1219int make_object_glow(object *op, int radius, int time) { 1240make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1241{
1221
1222 /* some things are unaffected... */ 1242 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1243 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1244 return 0;
1225 1245
1226 tmp=get_archetype(FORCE_NAME); 1246 object *tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1247 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1248 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1249 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1250 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1251 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1252 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1253
1234 tmp->x=op->x;
1235 tmp->y=op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1254 tmp = insert_ob_in_ob (tmp, op);
1255
1238 if (tmp->glow_radius > op->glow_radius) 1256 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1257 op->glow_radius = tmp->glow_radius;
1240 1258
1241 if(!tmp->env||op!=tmp->env) {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1243 &op->name);
1244 return 0;
1245 }
1246 return 1; 1259 return 1;
1247} 1260}
1248 1261
1249 1262int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1263cast_destruction (object *op, object *caster, object *spell_ob)
1264{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1265 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1266 sint16 sx, sy;
1255 mapstruct *m; 1267 maptile *m;
1256 object *tmp; 1268 object *tmp;
1257 const char *skill; 1269 const char *skill;
1258 1270
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1271 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 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);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1273 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1274 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1275 friendly = 1;
1263 1276
1264 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1279 * We do some shortcuts here - since this is just temporary
1267 * 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
1268 * the full share string/free_string route. 1281 * the full share string/free_string route.
1269 */ 1282 */
1270 skill = op->skill; 1283 skill = op->skill;
1284 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1286 else if (caster->skill)
1287 op->skill = caster->skill;
1288 else
1273 else op->skill = NULL; 1289 op->skill = NULL;
1274 1290
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1276 1292
1277 for(i= -range; i<range; i++) { 1293 for (i = -range; i <= range; i++)
1294 {
1278 for(j=-range; j<range ; j++) { 1295 for (j = -range; j <= range; j++)
1296 {
1279 m = op->map; 1297 m = op->map;
1280 sx = op->x + i; 1298 sx = op->x + i;
1281 sy = op->y + j; 1299 sy = op->y + j;
1300
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1301 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1302 if (mflags & P_OUT_OF_MAP)
1303 continue;
1304
1284 if (mflags & P_IS_ALIVE) { 1305 if (mflags & P_IS_ALIVE)
1306 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1307 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1308 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1309 break;
1310
1311 if (tmp)
1287 } 1312 {
1288 if (tmp) { 1313 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1314 tmp = tmp->head;
1290 1315
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1316 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1318 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1319 if (spell_ob->subtype == SP_DESTRUCTION)
1320 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322
1295 if (spell_ob->other_arch) { 1323 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1325 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1327 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1328 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 } 1330 }
1311 } 1331 }
1312 } 1332 }
1313 } 1333 }
1314 } 1334 }
1315 } 1335 }
1336
1316 op->skill = skill; 1337 op->skill = skill;
1317 return 1; 1338 return 1;
1318} 1339}
1319 1340
1320/*************************************************************************** 1341/***************************************************************************
1321 * 1342 *
1322 * CURSE 1343 * CURSE
1323 * 1344 *
1324 ***************************************************************************/ 1345 ***************************************************************************/
1325 1346
1347int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1349{
1327 object *god = find_god(determine_god(op)); 1350 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1351 object *tmp, *force;
1329 1352
1330 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);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1354 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1355 {
1334 "There is no one in that direction to curse."); 1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1357 return 0;
1336 } 1358 }
1337 1359
1360 tmp = tmp->head_ ();
1361
1338 /* 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. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1363 for (force = tmp->inv; force; force = force->below)
1364 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1366 {
1341 if (force->name == spell_ob->name) { 1367 if (force->name == spell_ob->name)
1368 {
1342 break; 1369 break;
1343 } 1370 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1371 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1372 {
1346 "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);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1374 return 0;
1349 } 1375 }
1350 } 1376 }
1351 } 1377 }
1352 1378
1353 if(force==NULL) { 1379 if (!force)
1380 {
1354 force=get_archetype(FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1356 if (spell_ob->race) 1384 if (spell_ob->race)
1357 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1358 else 1386 else
1359 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1360 1388
1361 force->name_pl = spell_ob->name; 1389 force->name_pl = spell_ob->name;
1362 1390
1363 } else { 1391 }
1392 else
1393 {
1364 int duration; 1394 int duration;
1365 1395
1366 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;
1367 if (duration > force->duration) { 1397 if (duration > force->duration)
1398 {
1368 force->duration = duration; 1399 force->duration = duration;
1369 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.");
1401 }
1370 } else { 1402 else
1371 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.");
1372 } 1404
1373 return 1; 1405 return 1;
1374 } 1406 }
1407
1375 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;
1376 force->speed = 1.0; 1409 force->speed = 1.f;
1377 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1379 1412
1380 if(god) { 1413 if (god)
1414 {
1381 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1416 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1417 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1418 force->path_denied = god->path_denied;
1385 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);
1386 "You are a victim of %s's curse!", &god->name); 1420 }
1387 } else 1421 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1422 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1423
1390 1424
1391 if(tmp!=op && op->type==PLAYER) 1425 if (tmp != op && op->type == PLAYER)
1392 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);
1393 1427
1394 force->stats.ac = spell_ob->stats.ac; 1428 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1396 1430
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1432 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1433 tmp->update_stats ();
1400 return 1; 1434 return 1;
1401 1435
1402} 1436}
1403
1404 1437
1405/********************************************************************** 1438/**********************************************************************
1406 * mood change 1439 * mood change
1407 * 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
1408 * effects monsters, it seems best to put it into this file 1441 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1442 ***********************************************************************/
1410 1443
1411/* This covers the various spells that change the moods of monsters - 1444/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1445 * makes them angry, peacful, friendly, etc.
1413 */ 1446 */
1447int
1414int mood_change(object *op, object *caster, object *spell) { 1448mood_change (object *op, object *caster, object *spell)
1449{
1415 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1452 sint16 x, y, nx, ny;
1418 mapstruct *m; 1453 maptile *m;
1419 const char *race; 1454 const char *race;
1420 1455
1421 /* 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
1422 * doing it over and over again. 1457 * doing it over and over again.
1423 */ 1458 */
1424 god=find_god(determine_god(op)); 1459 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1460 level = casting_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1461 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1462
1428 /* 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_...
1429 * 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
1430 * won't ever match anything. 1465 * won't ever match anything.
1431 */ 1466 */
1432 if (!spell->race) race=NULL; 1467 if (!spell->race)
1468 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1469 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1470 race = god->slaying;
1434 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
1435 else race = spell->race; 1474 race = spell->race;
1436
1437 1475
1438 for (x = op->x - range; x <= op->x + range; x++) 1476 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1477 for (y = op->y - range; y <= op->y + range; y++)
1440 1478 {
1441 done_one=0; 1479 done_one = 0;
1442 m = op->map; 1480 m = op->map;
1443 nx = x; 1481 nx = x;
1444 ny = y; 1482 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1483 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1484 if (mflags & P_OUT_OF_MAP)
1485 continue;
1447 1486
1448 /* 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 */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1488 if (!(mflags & P_IS_ALIVE))
1489 continue;
1450 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
1451 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)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1497 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1498 break;
1453 1499
1454 /* There can be living objects that are not monsters */ 1500 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1501 if (!tmp || tmp->type == PLAYER)
1502 continue;
1456 1503
1457 /* Only the head has meaningful data, so resolve to that */ 1504 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1505 if (tmp->head)
1506 head = tmp->head;
1507 else
1459 else head=tmp; 1508 head = tmp;
1460 1509
1461 /* 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 */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1511 if (race && head->race && !strstr (race, head->race))
1512 continue;
1513
1463 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;
1464 1516
1465 /* Now do a bunch of stuff related to saving throws */ 1517 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1518 best_at = -1;
1467 if (spell->attacktype) { 1519 if (spell->attacktype)
1520 {
1468 for (at=0; at < NROFATTACKS; at++) 1521 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1522 if (spell->attacktype & (1 << at))
1470 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;
1471 1525
1472 if (best_at == -1) at=0; 1526 if (best_at == -1)
1527 at = 0;
1528 else
1529 {
1530 if (head->resist[best_at] == 100)
1531 continue;
1473 else { 1532 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1533 at = head->resist[best_at] / 5;
1476 } 1534 }
1477 at -= level / 5; 1535 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1536 if (did_make_save (head, head->level, at))
1537 continue;
1479 } 1538 }
1480 else /* spell->attacktype */ 1539 else /* spell->attacktype */
1540 {
1481 /* 1541 /*
1482 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:
1483 * if spell level < monster level, no go 1543 * if spell level < monster level, no go
1484 * 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 ) )
1485 1545
1486 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.
1487 1547
1488 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
1489 charm a level 125 monster... 1549 charm a level 125 monster...
1490 1550
1491 Ryo, august 14th 1551 Ryo, august 14th
1492 */ 1552 */
1493 {
1494 if ( head->level > level ) continue; 1553 if (head->level > level)
1554 continue;
1555
1495 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))))
1496 /* Failed, no effect */ 1557 /* Failed, no effect */
1497 continue; 1558 continue;
1498 } 1559 }
1499 1560
1500 /* Done with saving throw. Now start effecting the monster */ 1561 /* Done with saving throw. Now start affecting the monster */
1501 1562
1502 /* aggravation */ 1563 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1564 if (QUERY_FLAG (spell, FLAG_MONSTER))
1565 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1566 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1567 remove_friendly_object (head);
1507
1508 done_one = 1; 1568 done_one = 1;
1509 head->enemy = op; 1569 head->enemy = op;
1510 } 1570 }
1511 1571
1512 /* calm monsters */ 1572 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1573 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1574 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1575 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1576 head->enemy = NULL;
1516 done_one = 1; 1577 done_one = 1;
1517 } 1578 }
1518 1579
1519 /* berserk monsters */ 1580 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1581 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1582 {
1521 SET_FLAG(head, FLAG_BERSERK); 1583 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1584 done_one = 1;
1523 } 1585 }
1586
1524 /* charm */ 1587 /* charm */
1525 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))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1589 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1592 /* Prevent uncontrolled outbreaks of self replicating monsters.
1528 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.
1529 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. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1595 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1596 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1597 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1598 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1599 head->attack_movement = PETMOVE;
1535 done_one = 1; 1600 done_one = 1;
1536 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);
1537 head->stats.exp = 0; 1602 head->stats.exp = 0;
1538 } 1603 }
1539 1604
1540 /* If a monster was effected, put an effect in */ 1605 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1606 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1607 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1608 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1609
1549 return 1; 1610 return 1;
1550} 1611}
1551 1612
1552 1613
1553/* 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
1554 * 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
1555 * lightning spell used it, that seemed misnamed. 1616 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1617 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1618 * note that duration is handled by process_object() in time.c
1558 */ 1619 */
1559 1620void
1560void move_ball_spell(object *op) { 1621move_ball_spell (object *op)
1622{
1561 int i,j,dam_save,dir, mflags; 1623 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1624 sint16 nx, ny, hx, hy;
1563 object *owner; 1625 object *owner;
1564 mapstruct *m; 1626 maptile *m;
1565 1627
1566 owner = get_owner(op); 1628 owner = op->owner;
1567 1629
1568 /* 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,
1569 * 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
1570 * victim. The block immediately below more or less chooses a random 1632 * victim. The block immediately below more or less chooses a random
1571 * 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
1572 * deviations. 1634 * deviations.
1573 */ 1635 */
1574 1636
1575 dir = 0; 1637 dir = 0;
1576 if(!(rndm(0, 3))) 1638 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1639 j = rndm (0, 1);
1578 else j=0; 1640 else
1641 j = 0;
1579 1642
1580 for(i = 1; i < 9; i++) { 1643 for (i = 1; i < 9; i++)
1644 {
1581 /* i bit 0: alters sign of offset 1645 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1646 * other bits (i / 2): absolute value of offset
1583 */ 1647 */
1584 1648
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1649 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1650 int tmpdir = absdir (op->direction + offset);
1587 1651
1588 nx = op->x + freearr_x[tmpdir]; 1652 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1653 ny = op->y + freearr_y[tmpdir];
1590 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))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1655 {
1592 dir = tmpdir; 1656 dir = tmpdir;
1593 break; 1657 break;
1594 } 1658 }
1595 } 1659 }
1596 if (dir == 0) { 1660 if (dir == 0)
1661 {
1597 nx = op->x; 1662 nx = op->x;
1598 ny = op->y; 1663 ny = op->y;
1599 m = op->map; 1664 m = op->map;
1600 } 1665 }
1601 1666
1602 remove_ob(op); 1667 m->insert (op, nx, ny, op);
1603 op->y=ny; 1668
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 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
1608 surrounding squares */ 1670 surrounding squares */
1609 1671
1610 /* loop over current square and neighbors to hit. 1672 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1673 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1674 * the surround spaces.
1613 */ 1675 */
1614 for(j=0;j<9;j++) { 1676 for (j = 0; j < 9; j++)
1615 object *new_ob; 1677 {
1616
1617 hx = nx+freearr_x[j]; 1678 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1679 hy = ny + freearr_y[j];
1619 1680
1620 m = op->map; 1681 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1682 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1683
1623 if (mflags & P_OUT_OF_MAP) continue; 1684 if (mflags & P_OUT_OF_MAP)
1685 continue;
1624 1686
1625 /* 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
1626 * of the map either. 1688 * of the map either.
1627 */ 1689 */
1628 1690
1629 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)))
1692 {
1693 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1694 op->stats.dam = dam_save / 2;
1695
1631 hit_map(op,j,op->attacktype,1); 1696 hit_map (op, j, op->attacktype, 1);
1632
1633 } 1697 }
1634 1698
1635 /* insert the other arch */ 1699 /* insert the other arch */
1636 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))))
1637 new_ob = arch_to_object(op->other_arch); 1701 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1702 }
1643 1703
1644 /* restore to the center location and damage*/ 1704 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1705 op->stats.dam = dam_save;
1646 1706
1647 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);
1648 1708
1649 if(i>=0) { /* we have a preferred direction! */ 1709 if (i >= 0)
1710 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1711 /* pick another direction if the preferred dir is blocked. */
1651 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 ||
1652 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)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1714 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1715
1655 op->direction=i; 1716 op->direction = i;
1656 } 1717 }
1657} 1718}
1658 1719
1659
1660/* move_swarm_spell: peterm 1720/* move_swarm_spell: peterm
1661 * 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
1662 * 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
1663 * 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
1664 * 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
1665 * 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.
1666 */ 1726 */
1667 1727void
1668void move_swarm_spell(object *op) 1728move_swarm_spell (object *op)
1669{ 1729{
1670#if 0 1730#if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1731 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1672 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1732 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1673 sint16 target_x, target_y, origin_x, origin_y; 1733 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir; 1734 int adjustdir;
1675 mapstruct *m; 1735 maptile *m;
1676#endif 1736#endif
1677 int basedir; 1737 object *owner = op->env;
1678 object *owner;
1679 1738
1680 owner = get_owner(op); 1739 if (!owner) // MUST not happen, remove when true TODO
1681 if(op->duration == 0 || owner == NULL) { 1740 {
1682 remove_ob(op); 1741 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1683 free_object(op); 1742 op->destroy ();
1684 return; 1743 return;
1744 }
1745
1746 if (!op->duration || !owner->is_on_map ())
1685 } 1747 {
1748 op->drop_and_destroy ();
1749 return;
1750 }
1751
1686 op->duration--; 1752 op->duration--;
1687 1753
1688 basedir = op->direction; 1754 int basedir = op->direction;
1689 if(basedir == 0) { 1755 if (!basedir)
1756 {
1690 /* spray in all directions! 8) */ 1757 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8); 1758 op->facing = (op->facing + op->state) & 7;
1759 basedir = op->facing + 1;
1692 } 1760 }
1693 1761
1694#if 0 1762#if 0
1695 // this is bogus: it causes wrong places to be checked below 1763 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and 1764 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1765 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space. 1766 // space.
1699 // should be fixed later, but correctness before featurs... 1767 // should be fixed later, but correctness before features...
1700 // (schmorp) 1768 // (schmorp)
1701 1769
1702 /* new offset calculation to make swarm element distribution 1770 /* new offset calculation to make swarm element distribution
1703 * more uniform 1771 * more uniform
1704 */ 1772 */
1705 if(op->duration) { 1773 if (op->duration)
1774 {
1706 if(basedir & 1) { 1775 if (basedir & 1)
1776 {
1707 adjustdir = cardinal_adjust[rndm(0, 8)]; 1777 adjustdir = cardinal_adjust[rndm (0, 8)];
1778 }
1708 } else { 1779 else
1780 {
1709 adjustdir = diagonal_adjust[rndm(0, 9)]; 1781 adjustdir = diagonal_adjust[rndm (0, 9)];
1710 } 1782 }
1711 } else { 1783 }
1784 else
1785 {
1712 adjustdir = 0; /* fire the last one from forward. */ 1786 adjustdir = 0; /* fire the last one from forward. */
1713 } 1787 }
1714 1788
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; 1789 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; 1790 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1717 1791
1718 /* back up one space so we can hit point-blank targets, but this 1792 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below 1793 * necessitates extra out_of_map check below
1720 */ 1794 */
1721 origin_x = target_x - freearr_x[basedir]; 1795 origin_x = target_x - freearr_x[basedir];
1722 origin_y = target_y - freearr_y[basedir]; 1796 origin_y = target_y - freearr_y[basedir];
1723 1797
1724 1798
1725 /* 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
1726 * should just be a pointer to the spell in some inventory, 1800 * should just be a pointer to the spell in some inventory,
1727 * 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,
1728 * do some sanity checking anyways. 1802 * do some sanity checking anyways.
1729 */ 1803 */
1730 1804
1731 if (op->spell && op->spell->type == SPELL && 1805 if (op->spell && op->spell->type == SPELL &&
1732 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && 1806 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1733 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) { 1807 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1808 {
1734 1809
1735 /* Bullet spells have a bunch more customization that needs to be done */ 1810 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET) 1811 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell); 1812 fire_bullet (owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1813 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); 1814 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 } 1815 }
1741#endif 1816#endif
1742 1817
1743 /* spell pointer is set up for the spell this casts. Since this 1818 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory, 1819 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However, 1820 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways. 1821 * do some sanity checking anyways.
1747 */ 1822 */
1748 1823
1749 if (op->spell && op->spell->type == SPELL) 1824 if (op->spell && op->spell->type == SPELL)
1750 { 1825 {
1751 /* 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 */
1752 if (op->spell->subtype == SP_BULLET) 1827 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell); 1828 fire_bullet (owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1829 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 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);
1756 } 1831 }
1757} 1832}
1758
1759
1760
1761 1833
1762/* fire_swarm: 1834/* fire_swarm:
1763 * The following routine creates a swarm of objects. It actually 1835 * The following routine creates a swarm of objects. It actually
1764 * sets up a specific swarm object, which then fires off all 1836 * sets up a specific swarm object, which then fires off all
1765 * the parts of the swarm. 1837 * the parts of the swarm.
1768 * caster: the caster (owner, wand, rod, scroll) 1840 * caster: the caster (owner, wand, rod, scroll)
1769 * dir: the direction everything will be fired in 1841 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell. 1842 * spell - the spell that is this spell.
1771 * n: the number to be fired. 1843 * n: the number to be fired.
1772 */ 1844 */
1773 1845int
1774int fire_swarm (object *op, object *caster, object *spell, int dir) 1846fire_swarm (object *op, object *caster, object *spell, int dir)
1775{ 1847{
1776 object *tmp;
1777 int i;
1778
1779 if (!spell->other_arch) return 0; 1848 if (!spell->other_arch)
1849 return 0;
1780 1850
1781 tmp=get_archetype(SWARM_SPELL); 1851 object *tmp = archetype::get (SWARM_SPELL);
1782 tmp->x=op->x; 1852
1783 tmp->y=op->y;
1784 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1785 set_spell_skill(op, caster, spell, tmp); 1853 set_spell_skill (op, caster, spell, tmp);
1786
1787 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. */
1788 tmp->spell = arch_to_object(spell->other_arch); 1855 tmp->spell = spell->other_arch->instance ();
1789
1790 tmp->attacktype = tmp->spell->attacktype; 1856 tmp->attacktype = tmp->spell->attacktype;
1791 1857
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1858 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1793 if ( ! tailor_god_spell (tmp, op)) 1859 if (!tailor_god_spell (tmp, op))
1794 return 1; 1860 return 1;
1795 } 1861
1796 tmp->duration = SP_level_duration_adjust(caster, spell); 1862 tmp->duration = SP_level_duration_adjust (caster, spell);
1797 for (i=0; i< spell->duration; i++) 1863 for (int i = 0; i < spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1864 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1799 1865
1800 tmp->direction=dir;
1801 tmp->invisible=1; 1866 tmp->invisible = 1;
1802 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
1803 return 1; 1874 return 1;
1804} 1875}
1805
1806 1876
1807/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1808 * function. 1878 * function.
1809 */ 1879 */
1880int
1810int cast_light(object *op,object *caster,object *spell, int dir) { 1881cast_light (object *op, object *caster, object *spell, int dir)
1882{
1811 object *target=NULL,*tmp=NULL; 1883 object *target = NULL, *tmp = NULL;
1812 sint16 x,y; 1884 sint16 x, y;
1813 int dam, mflags; 1885 int dam, mflags;
1814 mapstruct *m; 1886 maptile *m;
1815 1887
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1889
1818 if(!dir) { 1890 if (!dir)
1891 {
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1820 return 0; 1893 return 0;
1821 } 1894 }
1822 1895
1823 x=op->x+freearr_x[dir]; 1896 x = op->x + freearr_x[dir];
1824 y=op->y+freearr_y[dir]; 1897 y = op->y + freearr_y[dir];
1825 m = op->map; 1898 m = op->map;
1826 1899
1827 mflags = get_map_flags(m, &m, x, y, &x, &y); 1900 mflags = get_map_flags (m, &m, x, y, &x, &y);
1828 1901
1829 if (mflags & P_OUT_OF_MAP) { 1902 if (mflags & P_OUT_OF_MAP)
1903 {
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1831 return 0; 1905 return 0;
1832 } 1906 }
1833 1907
1834 if (mflags & P_IS_ALIVE && spell->attacktype) { 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 {
1835 for(target=get_map_ob(m,x,y);target;target=target->above) 1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 {
1837 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head)
1838 if(target->head) target = target->head; 1915 target = target->head;
1916
1839 (void) hit_player(target,dam,op,spell->attacktype,1); 1917 hit_player (target, dam, op, spell->attacktype, 1);
1840 return 1; /* one success only! */ 1918 return 1; /* one success only! */
1841 } 1919 }
1842 } 1920 }
1843 1921
1844 /* no live target, perhaps a wall is in the way? */ 1922 /* no live target, perhaps a wall is in the way? */
1845 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 {
1846 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.");
1847 return 0; 1926 return 0;
1848 } 1927 }
1849 1928
1850 /* 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 */
1851 tmp=arch_to_object(spell->other_arch); 1930 tmp = arch_to_object (spell->other_arch);
1852 if(!tmp) { 1931 if (!tmp)
1932 {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1933 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1854 return 0; 1934 return 0;
1855 } 1935 }
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1857 if (tmp->glow_radius) { 1937 if (tmp->glow_radius)
1938 {
1858 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1939 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1859 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;
1860 } 1942 }
1861 tmp->x=x; 1943
1862 tmp->y=y; 1944 m->insert (tmp, x, y, op);
1863 insert_ob_in_map(tmp,m,op,0);
1864 return 1; 1945 return 1;
1865} 1946}
1866
1867
1868
1869 1947
1870/* cast_cause_disease: this spell looks along <dir> from the 1948/* cast_cause_disease: this spell looks along <dir> from the
1871 * player and infects someone. 1949 * player and infects someone.
1872 * 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
1873 * 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
1874 * perhaps this should actually be in disease.c? 1952 * perhaps this should actually be in disease.c?
1875 */ 1953 */
1876 1954int
1877int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1955cast_cause_disease (object *op, object *caster, object *spell, int dir)
1956{
1878 sint16 x,y; 1957 sint16 x, y;
1879 int i, mflags, range, dam_mod, dur_mod; 1958 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk; 1959 object *walk;
1881 mapstruct *m; 1960 maptile *m;
1882 1961
1883 x = op->x; 1962 x = op->x;
1884 y = op->y; 1963 y = op->y;
1885 1964
1886 /* 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
1887 * direction the player is pointing. 1966 * direction the player is pointing.
1888 */ 1967 */
1968 if (!dir)
1889 if (!dir) dir=op->facing; 1969 dir = op->facing;
1970
1971 if (!dir)
1890 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 */
1891 1973
1892 /* Calculate these once here */ 1974 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell); 1975 range = spell->range + SP_level_range_adjust (caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell); 1976 dam_mod = SP_level_dam_adjust (caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell); 1977 dur_mod = SP_level_duration_adjust (caster, spell);
1896 1978
1897 /* search in a line for a victim */ 1979 /* search in a line for a victim */
1898 for(i=1; i<range; i++) { 1980 for (i = 1; i < range; i++)
1981 {
1899 x = op->x + i * freearr_x[dir]; 1982 x = op->x + i * freearr_x[dir];
1900 y = op->y + i * freearr_y[dir]; 1983 y = op->y + i * freearr_y[dir];
1901 m = op->map; 1984 m = op->map;
1902 1985
1903 mflags = get_map_flags(m, &m, x, y, &x, &y); 1986 mflags = get_map_flags (m, &m, x, y, &x, &y);
1904 1987
1905 if (mflags & P_OUT_OF_MAP) return 0; 1988 if (mflags & P_OUT_OF_MAP)
1989 return 0;
1906 1990
1907 /* don't go through walls - presume diseases are airborne */ 1991 /* don't go through walls - presume diseases are airborne */
1908 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;
1909 1994
1910 /* 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 */
1911 if (mflags & P_IS_ALIVE) { 1996 if (mflags & P_IS_ALIVE)
1997 {
1912 /* search this square for a victim */ 1998 /* search this square for a victim */
1913 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)
1914 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 */
1915 object *disease = arch_to_object(spell->other_arch); 2002 object *disease = arch_to_object (spell->other_arch);
1916 2003
1917 set_owner(disease,op); 2004 disease->set_owner (op);
1918 set_spell_skill(op, caster, spell, disease); 2005 set_spell_skill (op, caster, spell, disease);
1919 disease->stats.exp = 0; 2006 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell); 2007 disease->level = casting_level (caster, spell);
1921 2008
1922 /* do level adjustments */ 2009 /* do level adjustments */
1923 if(disease->stats.wc) 2010 if (disease->stats.wc)
1924 disease->stats.wc += dur_mod/2; 2011 disease->stats.wc += dur_mod / 2;
1925 2012
1926 if(disease->magic> 0) 2013 if (disease->magic > 0)
1927 disease->magic += dur_mod/4; 2014 disease->magic += dur_mod / 8;
1928 2015
1929 if(disease->stats.maxhp>0) 2016 if (disease->stats.maxhp > 0)
1930 disease->stats.maxhp += dur_mod; 2017 disease->stats.maxhp += dur_mod;
1931 2018
1932 if(disease->stats.maxgrace>0) 2019 if (disease->stats.maxgrace > 0)
1933 disease->stats.maxgrace += dur_mod; 2020 disease->stats.maxgrace += dur_mod;
1934 2021
1935 if(disease->stats.dam) { 2022 if (disease->stats.dam)
1936 if(disease->stats.dam > 0)
1937 disease->stats.dam += dam_mod;
1938 else disease->stats.dam -= dam_mod;
1939 }
1940
1941 if(disease->last_sp) {
1942 disease->last_sp -= 2*dam_mod;
1943 if(disease->last_sp <1) disease->last_sp = 1;
1944 }
1945
1946 if(disease->stats.maxsp) {
1947 if(disease->stats.maxsp > 0)
1948 disease->stats.maxsp += dam_mod;
1949 else disease->stats.maxsp -= dam_mod;
1950 }
1951 2023 {
1952 if(disease->stats.ac) 2024 if (disease->stats.dam > 0)
1953 disease->stats.ac += dam_mod; 2025 disease->stats.dam += dam_mod;
1954 2026 else
1955 if(disease->last_eat)
1956 disease->last_eat -= dam_mod;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod; 2027 disease->stats.dam -= dam_mod;
1960
1961 if(disease->stats.sp)
1962 disease->stats.sp -= dam_mod;
1963
1964 if(infect_object(walk,disease,1)) {
1965 object *flash; /* visual effect for inflicting disease */
1966
1967 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1968
1969 free_object(disease); /* don't need this one anymore */
1970 flash=get_archetype(ARCH_DETECT_MAGIC);
1971 flash->x = x;
1972 flash->y = y;
1973 flash->map = walk->map;
1974 insert_ob_in_map(flash,walk->map,op,0);
1975 return 1;
1976 } 2028 }
1977 free_object(disease); 2029
2030 if (disease->last_sp)
2031 {
2032 disease->last_sp -= 2 * dam_mod;
2033 if (disease->last_sp < 1)
2034 disease->last_sp = 1;
1978 } 2035 }
2036
2037 if (disease->stats.maxsp)
2038 {
2039 if (disease->stats.maxsp > 0)
2040 disease->stats.maxsp += dam_mod;
2041 else
2042 disease->stats.maxsp -= dam_mod;
2043 }
2044
2045 if (disease->stats.ac)
2046 disease->stats.ac += dam_mod;
2047
2048 if (disease->last_eat)
2049 disease->last_eat -= dam_mod;
2050
2051 if (disease->stats.hp)
2052 disease->stats.hp -= dam_mod;
2053
2054 if (disease->stats.sp)
2055 disease->stats.sp -= dam_mod;
2056
2057 if (infect_object (walk, disease, 1))
2058 {
2059 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2060
2061 disease->destroy (); /* don't need this one anymore */
2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2063 return 1;
2064 }
2065
2066 disease->destroy ();
2067 }
1979 } /* if living creature */ 2068 } /* if living creature */
1980 } /* for range of spaces */ 2069 } /* for range of spaces */
2070
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2071 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1982 return 1; 2072 return 1;
1983} 2073}

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