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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
43{
51 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 45 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 47
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 48 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 50 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 51 return;
58 }else{ 52 }
53 else
54 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 55 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);*/ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 57 }
62 58
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 60 {
65 int num_sections = 1; 61 int num_sections = 1;
66 62
67 /* don't move DM */ 63 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 65 return;
70 66
71 /* don't move parts of objects */ 67 /* don't move parts of objects */
72 if(tmp->head) continue; 68 if (tmp->head)
69 continue;
73 70
74 /* don't move floors or immobile objects */ 71 /* 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; 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 76 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* 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 80 * 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. 81 * object, not just the head, so the total weight should be relevant.
83 */ 82 */
84 83
85 /* surface area? -tm */ 84 /* surface area? -tm */
86 85
87 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
89 88
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* move it. */
91 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
93 * also be safe for objects. 93 * also be safe for objects.
94 * This does return if successful or not, but 94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
96 * right now. 96 * right now.
97 */ 97 */
98 move_object(tmp, absdir(op->stats.sp)); 98 move_object (tmp, absdir (op->stats.sp));
99 } 99 }
100 100
101 } 101 }
102} 102}
103 103
104/*************************************************************************** 104/***************************************************************************
105 * 105 *
106 * BOLT CODE 106 * BOLT CODE
107 * 107 *
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113 113void
114void forklightning(object *op, object *tmp) { 114forklightning (object *op, object *tmp)
115{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 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 */ 117 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 118 maptile *m;
118 sint16 sx,sy; 119 sint16 sx, sy;
119 object *new_bolt; 120 object *new_bolt;
120 121
121 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 124 * 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 125 * down to 0 for one going 90 degrees left off original path
125 */ 126 */
126 127
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 128 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 129 new_dir = -1;
129 130
130 /* check the new dir for a wall and in the map*/ 131 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
132 133
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 134 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;
135 return;
136 136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 138 return;
139 139
140 /* OK, we made a fork */ 140 /* OK, we made a fork */
141 new_bolt = get_object(); 141 new_bolt = tmp->clone ();
142 142
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 153 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165 161
162void
166void move_bolt(object *op) { 163move_bolt (object *op)
167 object *tmp; 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 mapstruct *m; 167 maptile *m;
171 168
172 if(--(op->duration)<0) { 169 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 170 {
171 op->destroy ();
172 return;
173 }
174
177 hit_map(op,0,op->attacktype,1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
179 if(!op->direction) 177 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 178 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 179
250 /* New forking code. Possibly create forks of this object 180 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 181 op->range = 0;
261 } /* copy object and move it along */ 182 else
262 } /* if move bolt along */ 183 {
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)
190 return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
198 {
199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if (op->direction & 1)
211 op->direction = absdir (op->direction + 4);
212 else
213 {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
226
227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230
231 if (left == right)
232 op->direction = absdir (op->direction + 4);
233 else if (left)
234 op->direction = absdir (op->direction + 2);
235 else if (right)
236 op->direction = absdir (op->direction - 2);
237 }
238
239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
240 return;
241 }
242 else
243 { /* Create a copy of this object and put it ahead */
244 object *tmp = op->clone ();
245
246 m->insert (tmp, x, y, op);
247 tmp->speed_left = -0.1f;
248 /* To make up for the decrease at the top of the function */
249 tmp->duration++;
250
251 /* New forking code. Possibly create forks of this object
252 * going off in other directions.
253 */
254 if (rndm (0, 99) < tmp->stats.Dex)
255 { /* stats.Dex % of forking */
256 forklightning (op, tmp);
257 }
258
259 /* In this way, the object left behind sticks on the space, but
260 * doesn't create any bolts that continue to move onward.
261 */
262 op->range = 0;
263 } /* copy object and move it along */
264 } /* if move bolt along */
263} 265}
264 266
265/* fire_bolt 267/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 268 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 269 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 270 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 271 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 272 * This function sets up the appropriate owner and skill
271 * pointers. 273 * pointers.
272 */ 274 */
273 275int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 276fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
277{
275 object *tmp=NULL; 278 object *tmp = NULL;
276 int mflags; 279 int mflags;
277 280
278 if (!spob->other_arch) 281 if (!spob->other_arch)
279 return 0; 282 return 0;
280 283
281 tmp=arch_to_object(spob->other_arch); 284 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 285 if (tmp == NULL)
283 return 0; 286 return 0;
284 287
285 /* peterm: level dependency for bolts */ 288 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 289 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 290 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 291 if (spob->slaying)
292 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
293 297
294 tmp->direction=dir; 298 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
297 301
298 set_owner(tmp,op); 302 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
300 304
301 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 307 tmp->map = op->map;
304 308
309 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 312 {
313 tmp->destroy ();
314 return 0;
315 }
316
317 tmp->map = newmap;
318
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 322 {
323 tmp->destroy ();
313 return 0; 324 return 0;
314 } 325 }
315 tmp->x=op->x; 326
316 tmp->y=op->y; 327 tmp->x = op->x;
328 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 329 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 330 tmp->map = op->map;
319 } 331 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 334 move_bolt (tmp);
335
322 return 1; 336 return 1;
323} 337}
324
325
326 338
327/*************************************************************************** 339/***************************************************************************
328 * 340 *
329 * BULLET/BALL CODE 341 * BULLET/BALL CODE
330 * 342 *
331 ***************************************************************************/ 343 ***************************************************************************/
332 344
333/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 347 * At least that is what I think this does.
336 */ 348 */
349void
337void explosion(object *op) { 350explosion (object *op)
338 object *tmp; 351{
339 mapstruct *m=op->map; 352 maptile *m = op->map;
340 int i; 353 int i;
341 354
342 if(--(op->duration)<0) { 355 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 356 {
357 op->destroy ();
358 return;
359 }
360
347 hit_map(op,0,op->attacktype,0); 361 hit_map (op, 0, op->attacktype, 0);
348 362
349 if(op->range>0) { 363 if (op->range > 0)
350 for(i=1;i<9;i++) { 364 {
365 for (i = 1; i < 9; i++)
366 {
351 sint16 dx,dy; 367 sint16 dx, dy;
352 368
353 dx=op->x+freearr_x[i]; 369 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
355 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 373 * out of map, etc.
357 */ 374 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 376 {
360 copy_object(op,tmp); 377 object *tmp = op->clone ();
361 tmp->state=0; 378
362 tmp->speed_left= -0.21; 379 tmp->state = 0;
363 tmp->range--; 380 tmp->speed_left = -0.21f;
364 tmp->value=0; 381 tmp->range--;
365 tmp->x=dx; 382 tmp->value = 0;
366 tmp->y=dy; 383
367 insert_ob_in_map(tmp,m,op,0); 384 m->insert (tmp, dx, dy, op);
385 }
386 }
368 } 387 }
369 }
370 }
371} 388}
372
373 389
374/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
376 * explode. 392 * explode.
377 */ 393 */
394void
378void explode_bullet(object *op) 395explode_bullet (object *op)
379{ 396{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 397 object *tmp, *owner;
382 398
383 if (op->other_arch == NULL) { 399 if (op->other_arch == NULL)
400 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 402 op->destroy ();
386 free_object (op); 403 return;
387 return;
388 } 404 }
389 405
390 if (op->env) { 406 if (op->env)
391 object *env; 407 {
408 object *env = op->outer_env ();
392 409
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 410 if (!env->map || out_of_map (env->map, env->x, env->y))
411 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 413 op->destroy ();
397 free_object (op);
398 return; 414 return;
399 } 415 }
400 remove_ob (op); 416
401 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 418 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 419 else if (out_of_map (op->map, op->x, op->y))
420 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 422 op->destroy ();
407 free_object (op); 423 return;
408 return;
409 } 424 }
410 425
426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
427 // NOTE: If this breaks something important: remove this. I can't think of anything
428 // bad at the moment that might happen from this.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 430 {
413 remove_ob (op); 431 op->destroy ();
414 free_object (op); 432 return;
433 }
434
435 if (op->attacktype)
436 {
437 hit_map (op, 0, op->attacktype, 1);
438 if (op->destroyed ())
415 return; 439 return;
416 } 440 }
417 441
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
426 444
427 copy_owner (tmp, op); 445 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 447
431 owner = get_owner(op); 448 owner = op->owner;
449
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 451 {
438 tmp->x = op->x; 452 op->destroy ();
439 tmp->y = op->y; 453 return;
454 }
440 455
441 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
458 {
443 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 460 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 461 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 462 tmp->duration = op->duration;
447 } else { 463 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 464 else
465 {
466 if (op->attacktype & AT_MAGIC)
467 tmp->attacktype |= AT_MAGIC;
468
449 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 473 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 474 * the count of the parent should work fine.
455 */ 475 */
456 tmp->stats.maxhp = op->count; 476 tmp->stats.maxhp = op->count;
457 } 477 }
458 478
459 /* Set direction of cone explosion */ 479 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 480 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
462 482
463 /* Prevent recursion */ 483 /* Prevent recursion */
464 op->move_on = 0; 484 op->move_on = 0;
465 485
466 insert_ob_in_map(tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
467 /* remove the firebullet */ 489 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 490 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 491}
473
474
475 492
476/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
478 */ 495 */
479 496void
480void check_bullet(object *op) 497check_bullet (object *op)
481{ 498{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 499 object *tmp;
484 int dam, mflags; 500 int dam, mflags;
485 mapstruct *m; 501 maptile *m;
486 sint16 sx, sy; 502 sint16 sx, sy;
487 503
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 504 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 505
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 506 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 507 return;
492 508
493 if (op->other_arch) { 509 if (op->other_arch)
510 {
494 /* explode object will also remove op */ 511 /* explode object will also remove op */
495 explode_bullet (op); 512 explode_bullet (op);
496 return; 513 return;
497 } 514 }
498 515
499 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 517 if (!(mflags & P_IS_ALIVE))
518 return;
501 519
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
503 { 521 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 523 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 526 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 528 {
512 free_object(op); 529 op->destroy ();
513 return; 530 return;
514 } 531 }
515 } 532 }
516 } 533 }
517 } 534 }
518} 535}
519
520 536
521/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 538 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
525 */ 541 */
526 542void
527void move_bullet(object *op) 543move_bullet (object *op)
528{ 544{
529 sint16 new_x, new_y; 545 sint16 new_x, new_y;
530 int mflags; 546 int mflags;
531 mapstruct *m; 547 maptile *m;
532 548
533#if 0 549#if 0
534 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
535 551
536 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 554 if (op->stats.sp == SP_METEOR)
555 {
539 replace_insert_ob_in_map("fire_trail",op); 556 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
541 return; 558 return;
542 } /* end addition. */ 559 } /* end addition. */
543#endif 560#endif
544 561
545 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 563 if (--op->range <= 0)
564 {
547 if (op->other_arch) { 565 if (op->other_arch)
548 explode_bullet (op); 566 explode_bullet (op);
549 } else { 567 else
550 remove_ob (op); 568 op->destroy ();
551 free_object (op); 569
552 }
553 return; 570 return;
554 } 571 }
555 572
556 new_x = op->x + DIRX(op); 573 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 574 new_y = op->y + DIRY (op);
558 m = op->map; 575 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 577
561 if (mflags & P_OUT_OF_MAP) { 578 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 579 {
563 free_object (op); 580 op->destroy ();
564 return; 581 return;
565 } 582 }
566 583
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
585 {
568 if (op->other_arch) { 586 if (op->other_arch)
569 explode_bullet (op); 587 explode_bullet (op);
570 } else { 588 else
571 remove_ob (op); 589 op->destroy ();
572 free_object (op); 590
573 }
574 return; 591 return;
575 } 592 }
576 593
577 remove_ob (op); 594 if (!(op = m->insert (op, new_x, new_y, op)))
578 op->x = new_x;
579 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
581 return; 595 return;
582 596
583 if (reflwall (op->map, op->x, op->y, op)) { 597 if (reflwall (op->map, op->x, op->y, op))
598 {
584 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 600 update_turn_face (op);
586 } else { 601 }
602 else
587 check_bullet (op); 603 check_bullet (op);
588 }
589} 604}
590
591
592
593 605
594/* fire_bullet 606/* fire_bullet
595 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
598 * spob->attacktype. 610 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
600 * pointers. 612 * pointers.
601 */ 613 */
602 614int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 615fire_bullet (object *op, object *caster, int dir, object *spob)
616{
604 object *tmp=NULL; 617 object *tmp = NULL;
605 int mflags; 618 int mflags;
606 619
607 if (!spob->other_arch) 620 if (!spob->other_arch)
608 return 0; 621 return 0;
609 622
610 tmp=arch_to_object(spob->other_arch); 623 tmp = spob->other_arch->instance ();
611 if(tmp==NULL) 624 if (!tmp)
612 return 0; 625 return 0;
613 626
614 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 630 if (spob->slaying)
631 tmp->slaying = spob->slaying;
618 632
619 tmp->range = 50; 633 tmp->range = 50;
620 634
621 /* Need to store duration/range for the ball to use */ 635 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 638 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 639
626 tmp->direction=dir; 640 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 642 SET_ANIMATION (tmp, dir);
629 643
630 set_owner(tmp,op); 644 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
632 646
633 tmp->x=op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 649 tmp->map = op->map;
636 650
651 maptile *newmap;
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 653 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 654 {
655 tmp->destroy ();
656 return 0;
657 }
658
659 tmp->map = newmap;
660
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
662 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 664 {
665 tmp->destroy ();
645 return 0; 666 return 0;
646 } 667 }
647 tmp->x=op->x; 668
648 tmp->y=op->y; 669 tmp->x = op->x;
670 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 671 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 672 tmp->map = op->map;
651 } 673 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 674
675 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 676 check_bullet (tmp);
654 } 677
655 return 1; 678 return 1;
656} 679}
657
658
659
660 680
661/***************************************************************************** 681/*****************************************************************************
662 * 682 *
663 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
664 * 684 *
665 *****************************************************************************/ 685 *****************************************************************************/
666 686
667
668/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
688void
669void cone_drop(object *op) { 689cone_drop (object *op)
690{
670 object *new_ob = arch_to_object(op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
671 692
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 693 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 694 new_ob->set_owner (op->owner);
676 695
677 /* preserve skill ownership */ 696 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 697 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 698 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 699
681 } 700 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 701}
685 702
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 704
705void
688void move_cone(object *op) { 706move_cone (object *op)
707{
689 int i; 708 int i;
690 tag_t tag;
691 709
692 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 711 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 } 712 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0);
715 return;
716 }
700 717
701 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
720 {
703 hit_map(op,0,op->attacktype,0); 721 hit_map (op, 0, op->attacktype, 0);
704 return; 722 return;
705 } 723 }
706 724
707#if 0 725#if 0
708 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 727 * when their cone dies when they die.
710 */ 728 */
711 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 730 if (op->owner == NULL)
713 remove_ob(op); 731 {
714 free_object(op); 732 op->destroy ();
715 return; 733 return;
716 } 734 }
717#endif 735#endif
718 736
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 737 hit_map (op, 0, op->attacktype, 0);
721 738
722 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
724 * degree. 741 * degree.
725 */ 742 */
743 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 744 check_spell_knockback (op);
727 745
728 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
747 return;
748
749 if ((op->duration--) < 0)
750 {
751 op->destroy ();
729 return; 752 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 753 }
736 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 755 * any further. When the duration above expires,
738 * then the object will get removed. 756 * then the object will get removed.
739 */ 757 */
740 if (--op->range < 0) { 758 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 759 {
760 op->range = 0; /* just so it doesn't wrap */
761 return;
762 }
744 763
745 for(i= -1;i<2;i++) { 764 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 765 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 767
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 769 {
751 copy_object(op, tmp); 770 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 771
755 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
756 773
757 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 776
760 if (tmp->other_arch) cone_drop(tmp); 777 op->map->insert (tmp, x, y, op);
761 } 778
779 if (tmp->other_arch)
780 cone_drop (tmp);
781 }
762 } 782 }
763} 783}
764 784
765/* cast_cone: casts a cone spell. 785/* cast_cone: casts a cone spell.
766 * op: person firing the object. 786 * op: person firing the object.
768 * dir: direction to fire in. 788 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 789 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 790 * to fire.
771 * returns 0 on failure, 1 on success. 791 * returns 0 on failure, 1 on success.
772 */ 792 */
793int
773int cast_cone(object *op, object *caster,int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
774{ 795{
775 object *tmp; 796 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 797 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 798 maptile *m;
778 sint16 sx, sy; 799 sint16 sx, sy;
779 MoveType movetype; 800 MoveType movetype;
780 801
781 if (!spell->other_arch) return 0; 802 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 803 return 0;
804
805 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 806 {
807 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
808 return 0;
809 }
789 810
790 if(!dir) { 811 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 812 {
813 range_min = 0;
814 range_max = 8;
815 }
794 816
795 /* Need to know what the movetype of the object we are about 817 /* 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 818 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 819 * insert it into is blocked.
798 */ 820 */
799 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
800 822
801 for(i=range_min;i<=range_max;i++) { 823 for (i = range_min; i <= range_max; i++)
824 {
802 sint16 x,y, d; 825 sint16 x, y, d;
803 826
804 /* We can't use absdir here, because it never returns 827 /* 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 828 * 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 829 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 830 * to hit that person.
808 */ 831 */
809 d = dir + i; 832 d = dir + i;
810 while (d < 0) d+=8; 833 while (d < 0)
811 while (d > 8) d-=8; 834 d += 8;
835 while (d > 8)
836 d -= 8;
812 837
813 /* If it's not a rune, we don't want to blast the caster. 838 /* 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, 839 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 840 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 841 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 842 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 843 * for the rune code.
819 */ 844 */
820 if (caster->type != RUNE && d==0) { 845 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 846 {
822 else continue; 847 if (dir != 0)
823 } 848 d = 8;
849 else
850 continue;
851 }
824 852
825 x = op->x+freearr_x[d]; 853 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 854 y = op->y + freearr_y[d];
827 855
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 856 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 857 continue;
830 858
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 860 continue;
833 861
834 success=1; 862 success = 1;
835 tmp=arch_to_object(spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 864 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 867 tmp->attacktype = spell->attacktype;
842 868
843 /* holy word stuff */ 869 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 871 if (!tailor_god_spell (tmp, op))
846 } 872 return 0;
847 873
848 if(dir) 874 if (dir)
849 tmp->stats.sp=dir; 875 tmp->stats.sp = dir;
850 else 876 else
851 tmp->stats.sp=i; 877 tmp->stats.sp = i;
852 878
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 879 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 880
855 /* If casting it in all directions, it doesn't go as far */ 881 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 882 if (dir == 0)
883 {
857 tmp->range /= 4; 884 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 885 if (tmp->range < 2 && spell->range >= 2)
859 } 886 tmp->range = 2;
887 }
888
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 889 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 890 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 891
863 /* Special bonus for fear attacks */ 892 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 893 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 894 {
866 else 895 if (caster->type == PLAYER)
896 tmp->duration += fear_bonus[caster->stats.Cha];
897 else
867 tmp->duration += caster->level/3; 898 tmp->duration += caster->level / 3;
868 } 899 }
900
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 901 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 902 {
871 else 903 if (caster->type == PLAYER)
904 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
905 else
872 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
873 } 907 }
874 908
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 spell->other_arch->name);
879 911
880 if (!tmp->move_on && tmp->stats.dam) { 912 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 913 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);
886 914
915 m->insert (tmp, sx, sy, op);
916
887 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 918 * a single space too many times.
889 */ 919 */
890 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
891 921
892 if(tmp->other_arch) cone_drop(tmp); 922 if (tmp->other_arch)
923 cone_drop (tmp);
893 } 924 }
925
894 return success; 926 return success;
895} 927}
896 928
897/**************************************************************************** 929/****************************************************************************
898 * 930 *
899 * BOMB related code 931 * BOMB related code
900 * 932 *
901 ****************************************************************************/ 933 ****************************************************************************/
902 934
903
904/* This handles an exploding bomb. 935/* This handles an exploding bomb.
905 * op is the original bomb object. 936 * op is the original bomb object.
906 */ 937 */
938void
907void animate_bomb(object *op) { 939animate_bomb (object *op)
908 int i; 940{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 942 return;
914 943
915 env = object_get_env_recursive(op); 944 object *env = op->outer_env ();
916 945
917 if (op->env) { 946 if (op->env)
947 {
918 if (env->map == NULL) 948 if (env->map == NULL)
919 return; 949 return;
920 950
921 if (env->type == PLAYER) 951 if (!(op = op->insert_at (env, op)))
922 esrv_del_item(env->contr, op->count); 952 return;
953 }
923 954
924 remove_ob(op); 955 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
925 op->x = env->x; 956 // on a safe map. I don't like this special casing, but it seems to be neccessary
926 op->y = env->y; 957 // as bombs can be carried.
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 958 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
959 {
960 op->destroy ();
928 return; 961 return;
929 } 962 }
930 963
931 /* This copies a lot of the code from the fire bullet, 964 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 966 * so just set up the appropriate values.
934 */ 967 */
935 at = find_archetype(SPLINT); 968 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 969 {
937 for(i=1;i<9;i++) { 970 for (int i = 1; i < 9; i++)
971 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 973 continue;
940 tmp = arch_to_object(at); 974
975 object *tmp = arch_to_object (at);
941 tmp->direction = i; 976 tmp->direction = i;
942 tmp->range = op->range; 977 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 979 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 981 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 982 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 983 tmp->skill = op->skill;
949 tmp->skill = add_refcount(op->skill); 984
985 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
986 SET_ANIMATION (tmp, i);
987
988 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
989 move_bullet (tmp);
990 }
950 } 991 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i);
953 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0);
956 move_bullet(tmp);
957 }
958 }
959 992
960 explode_bullet(op); 993 explode_bullet (op);
961} 994}
962 995
996int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 997create_bomb (object *op, object *caster, int dir, object *spell)
964 998{
965 object *tmp; 999 object *tmp;
966 int mflags; 1000 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1002 maptile *m;
969 1003
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1004 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1006 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1008 return 0;
974 } 1009 }
1010
975 tmp=arch_to_object(spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
976 1012
977 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1016 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1017 tmp->attacktype = spell->attacktype;
982 1018
983 set_owner(tmp,op); 1019 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1020 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1021
986 tmp->y=dy; 1022 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1023 return 1;
989} 1024}
990 1025
991/**************************************************************************** 1026/****************************************************************************
992 * 1027 *
993 * smite related spell code. 1028 * smite related spell code.
1001 * dir is the direction to look in. 1036 * dir is the direction to look in.
1002 * range is how far out to look. 1037 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
1005 */ 1040 */
1006 1041object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1042get_pointed_target (object *op, int dir, int range, int type)
1043{
1008 object *target; 1044 object *target;
1009 sint16 x,y; 1045 sint16 x, y;
1010 int dist, mflags; 1046 int dist, mflags;
1011 mapstruct *mp; 1047 maptile *mp;
1012 1048
1013 if (dir==0) return NULL; 1049 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1050 return NULL;
1035}
1036 1051
1052 for (dist = 1; dist < range; dist++)
1053 {
1054 x = op->x + freearr_x[dir] * dist;
1055 y = op->y + freearr_y[dir] * dist;
1056 mp = op->map;
1057 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1058
1059 if (mflags & P_OUT_OF_MAP)
1060 return NULL;
1061 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1062 return NULL;
1063 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1064 return NULL;
1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1066 return NULL;
1067
1068 if (mflags & P_IS_ALIVE)
1069 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1070 if (QUERY_FLAG (target, FLAG_MONSTER))
1071 return target;
1072 }
1073
1074 return NULL;
1075}
1037 1076
1038/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1040 * usual params - 1079 * usual params -
1041 * op = player 1080 * op = player
1042 * caster = object casting the spell. 1081 * caster = object casting the spell.
1043 * dir = direction being cast 1082 * dir = direction being cast
1044 * spell = spell object 1083 * spell = spell object
1045 */ 1084 */
1046 1085int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1087{
1048 object *effect, *target; 1088 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1089 object *god = find_god (determine_god (op));
1050 int range; 1090 int range;
1051 1091
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1092 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1093 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1094
1055 /* Bunch of conditions for casting this spell. Note that only 1095 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1096 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1097 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very 1098 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1099 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1100 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1101 * can't be friendly to your god.
1062 */ 1102 */
1063 1103
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1104 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1105 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1106 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1107 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1108 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1109 return 0;
1070 } 1110 }
1071 1111
1072 if (spell->other_arch) 1112 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1113 effect = arch_to_object (spell->other_arch);
1074 else 1114 else
1075 return 0; 1115 return 0;
1076 1116
1077 /* tailor the effect by priest level and worshipped God */ 1117 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1118 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1119 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1120 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1121 {
1081 if(tailor_god_spell(effect,op)) 1122 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1123 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1124 else
1125 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1126 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1127 return 0;
1087 } 1128 }
1088 } 1129 }
1089 1130
1090 /* size of the area of destruction */ 1131 /* size of the area of destruction */
1091 effect->range=spell->range + 1132 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1133 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1134
1096 if (effect->attacktype & AT_DEATH) { 1135 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1136 {
1098 SP_level_dam_adjust(caster,spell); 1137 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1138
1100 /* casting death spells at undead isn't a good thing */ 1139 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1140 if (QUERY_FLAG (target, FLAG_UNDEAD))
1141 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1142 if (random_roll (0, 2, op, PREFER_LOW))
1143 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1144 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1145 effect->x = op->x;
1105 effect->y=op->y; 1146 effect->y = op->y;
1106 } else { 1147 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1148 else
1108 query_name(target)); 1149 {
1150 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1151 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1152 effect->destroy ();
1111 return 0; 1153 return 0;
1154 }
1155 }
1112 } 1156 }
1113 } 1157 else
1114 } else { 1158 {
1115 /* how much woe to inflict :) */ 1159 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1160 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1161 }
1119 1162
1120 set_owner(effect,op); 1163 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1164 set_spell_skill (op, caster, spell, effect);
1122 1165
1123 /* ok, tell it where to be, and insert! */ 1166 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1167 effect->insert_at (target, op);
1125 effect->y=target->y; 1168
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1169 return 1;
1129} 1170}
1130
1131 1171
1132/**************************************************************************** 1172/****************************************************************************
1133 * 1173 *
1134 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1135 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1176 * code here is just to move the missile.
1137 ****************************************************************************/ 1177 ****************************************************************************/
1138 1178
1139/* op is a missile that needs to be moved */ 1179/* op is a missile that needs to be moved */
1180void
1140void move_missile(object *op) { 1181move_missile (object *op)
1182{
1141 int i, mflags; 1183 int i, mflags;
1142 object *owner; 1184 object *owner;
1143 sint16 new_x, new_y; 1185 sint16 new_x, new_y;
1144 mapstruct *m; 1186 maptile *m;
1145 1187
1146 if (op->range-- <=0) { 1188 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1189 {
1190 op->destroy ();
1191 return;
1192 }
1151 1193
1152 owner = get_owner(op); 1194 owner = op->owner;
1153#if 0 1195#if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by 1196 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive 1197 * monster that are then killed would continue to survive
1156 */ 1198 */
1157 if (owner == NULL) { 1199 if (owner == NULL)
1158 remove_ob(op); 1200 {
1159 free_object(op); 1201 op->destroy ();
1160 return; 1202 return;
1161 } 1203 }
1162#endif 1204#endif
1163 1205
1164 new_x = op->x + DIRX(op); 1206 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1207 new_y = op->y + DIRY (op);
1166 1208
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1209 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1168 1210
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1211 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1171 tag_t tag = op->count; 1212 {
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1213 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1214 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1215 * we need to remove it if someone hasn't already done so.
1175 */ 1216 */
1176 if ( ! was_destroyed (op, tag)) { 1217 if (!op->destroyed ())
1177 remove_ob (op); 1218 op->destroy ();
1178 free_object(op);
1179 }
1180 return;
1181 }
1182 1219
1183 remove_ob(op); 1220 return;
1221 }
1222
1223 op->remove ();
1224
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1226 {
1188 op->x = new_x; 1227 op->destroy ();
1189 op->y = new_y; 1228 return;
1190 op->map = m; 1229 }
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1230
1231 i = spell_find_dir (m, new_x, new_y, op->owner);
1192 if(i > 0 && i != op->direction){ 1232 if (i > 0 && i != op->direction)
1233 {
1193 op->direction=i; 1234 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1235 SET_ANIMATION (op, op->direction);
1195 } 1236 }
1196 insert_ob_in_map(op,op->map,op,0); 1237
1238 m->insert (op, new_x, new_y, op);
1197} 1239}
1198 1240
1199/**************************************************************************** 1241/****************************************************************************
1200 * Destruction 1242 * Destruction
1201 ****************************************************************************/ 1243 ****************************************************************************/
1244
1202/* make_object_glow() - currently only makes living objects glow. 1245/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1246 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1207 */ 1250 */
1208 1251int
1209int make_object_glow(object *op, int radius, int time) { 1252make_object_glow (object *op, int radius, int time)
1210 object *tmp; 1253{
1211
1212 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1256 return 0;
1215 1257
1216 tmp=get_archetype(FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1260 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1262 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1265
1224 tmp->x=op->x;
1225 tmp->y=op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1228 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1230 1270
1231 if(!tmp->env||op!=tmp->env) {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1233 op->name);
1234 return 0;
1235 }
1236 return 1; 1271 return 1;
1237} 1272}
1238 1273
1239 1274int
1240
1241
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1275cast_destruction (object *op, object *caster, object *spell_ob)
1276{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1277 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1278 sint16 sx, sy;
1245 mapstruct *m; 1279 maptile *m;
1246 object *tmp; 1280 object *tmp;
1247 const char *skill; 1281 const char *skill;
1248 1282
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1283 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1284 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1285 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1286 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1287 friendly = 1;
1253 1288
1254 /* destruction doesn't use another spell object, so we need 1289 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1290 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1291 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1292 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1293 * the full share string/free_string route.
1259 */ 1294 */
1260 skill = op->skill; 1295 skill = op->skill;
1296 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1298 else if (caster->skill)
1299 op->skill = caster->skill;
1300 else
1263 else op->skill = NULL; 1301 op->skill = NULL;
1264 1302
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1266 1304
1267 for(i= -range; i<range; i++) { 1305 for (i = -range; i < range; i++)
1306 {
1268 for(j=-range; j<range ; j++) { 1307 for (j = -range; j < range; j++)
1308 {
1269 m = op->map; 1309 m = op->map;
1270 sx = op->x + i; 1310 sx = op->x + i;
1271 sy = op->y + j; 1311 sy = op->y + j;
1312
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1314 if (mflags & P_OUT_OF_MAP)
1315 continue;
1316
1274 if (mflags & P_IS_ALIVE) { 1317 if (mflags & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1318 {
1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1321 break;
1278 if (tmp) {
1279 if (tmp->head) tmp=tmp->head;
1280 1322
1323 if (tmp)
1324 {
1325 if (tmp->head)
1326 tmp = tmp->head;
1327
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1328 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1329 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1330 {
1331 if (spell_ob->subtype == SP_DESTRUCTION)
1332 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1334 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1287 tmp->x = sx; 1336 }
1288 tmp->y = sy; 1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1289 insert_ob_in_map(tmp, m, op, 0); 1338 {
1290 }
1291 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1293 tmp->resist[ATNR_MAGIC]!=100) {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1296 effect->x = sx; 1341 }
1297 effect->y = sy; 1342 }
1298 insert_ob_in_map(effect, m, op, 0); 1343 }
1299 } 1344 }
1300 } 1345 }
1301 }
1302 }
1303 } 1346 }
1304 } 1347
1305 }
1306 op->skill = skill; 1348 op->skill = skill;
1307 return 1; 1349 return 1;
1308} 1350}
1309 1351
1310/*************************************************************************** 1352/***************************************************************************
1311 * 1353 *
1312 * CURSE 1354 * CURSE
1313 * 1355 *
1314 ***************************************************************************/ 1356 ***************************************************************************/
1315 1357
1358int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1359cast_curse (object *op, object *caster, object *spell_ob, int dir)
1360{
1317 object *god = find_god(determine_god(op)); 1361 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1362 object *tmp, *force;
1319 1363
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1364 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1365 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1366 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1368 return 0;
1369 }
1327 1370
1371 tmp = tmp->head_ ();
1372
1328 /* If we've already got a force of this type, don't add a new one. */ 1373 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1374 for (force = tmp->inv; force; force = force->below)
1375 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1377 {
1331 if (force->name == spell_ob->name) { 1378 if (force->name == spell_ob->name)
1332 break; 1379 {
1333 } 1380 break;
1381 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1382 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1383 {
1336 "You can not cast %s while %s is in effect", 1384 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1385 return 0;
1338 return 0; 1386 }
1387 }
1339 } 1388 }
1340 } 1389
1390 if (!force)
1341 } 1391 {
1342
1343 if(force==NULL) {
1344 force=get_archetype(FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name); 1394
1347 if (spell_ob->race) 1395 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1396 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1397 else
1398 force->name = spell_ob->name;
1399
1400 force->name_pl = spell_ob->name;
1401
1402 }
1403 else
1404 {
1355 int duration; 1405 int duration;
1356 1406
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1407 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1408 if (duration > force->duration)
1409 {
1359 force->duration = duration; 1410 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1412 }
1413 else
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1415
1364 return 1; 1416 return 1;
1365 } 1417 }
1418
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1420 force->speed = 1.f;
1368 force->speed_left = -1.0; 1421 force->speed_left = -1.f;
1369 SET_FLAG(force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1370 1423
1371 if(god) { 1424 if (god)
1425 {
1372 if (spell_ob->last_grace) 1426 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1427 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1428 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1429 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1430 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1431 }
1378 } else 1432 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1433 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1434
1381 1435
1382 if(tmp!=op && op->type==PLAYER) 1436 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1437 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1438
1385 force->stats.ac = spell_ob->stats.ac; 1439 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1440 force->stats.wc = spell_ob->stats.wc;
1387 1441
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1442 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1443 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1444 tmp->update_stats ();
1391 return 1; 1445 return 1;
1392 1446
1393} 1447}
1394
1395 1448
1396/********************************************************************** 1449/**********************************************************************
1397 * mood change 1450 * mood change
1398 * Arguably, this may or may not be an attack spell. But since it 1451 * Arguably, this may or may not be an attack spell. But since it
1399 * effects monsters, it seems best to put it into this file 1452 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/ 1453 ***********************************************************************/
1401 1454
1402/* This covers the various spells that change the moods of monsters - 1455/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1456 * makes them angry, peacful, friendly, etc.
1404 */ 1457 */
1458int
1405int mood_change(object *op, object *caster, object *spell) { 1459mood_change (object *op, object *caster, object *spell)
1460{
1406 object *tmp, *god, *head; 1461 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1462 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1463 sint16 x, y, nx, ny;
1409 mapstruct *m; 1464 maptile *m;
1410 const char *race; 1465 const char *race;
1411 1466
1412 /* We precompute some values here so that we don't have to keep 1467 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1468 * doing it over and over again.
1414 */ 1469 */
1415 god=find_god(determine_god(op)); 1470 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1471 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1472 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1473
1419 /* On the bright side, no monster should ever have a race of GOD_... 1474 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1475 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1476 * won't ever match anything.
1422 */ 1477 */
1423 if (!spell->race) race=NULL; 1478 if (!spell->race)
1479 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1480 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1481 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1482 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1483 race = god->race;
1484 else
1426 else race = spell->race; 1485 race = spell->race;
1427
1428 1486
1429 for (x = op->x - range; x <= op->x + range; x++) 1487 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1488 for (y = op->y - range; y <= op->y + range; y++)
1431 1489 {
1432 done_one=0; 1490 done_one = 0;
1433 m = op->map; 1491 m = op->map;
1434 nx = x; 1492 nx = x;
1435 ny = y; 1493 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1495 if (mflags & P_OUT_OF_MAP)
1496 continue;
1438 1497
1439 /* If there is nothing living on this space, no need to go further */ 1498 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1499 if (!(mflags & P_IS_ALIVE))
1500 continue;
1441 1501
1502 // players can only affect spaces that they can actually see
1503 if (caster && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70)
1505 continue;
1506
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1509 break;
1444 1510
1445 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1512 if (!tmp || tmp->type == PLAYER)
1513 continue;
1447 1514
1448 /* Only the head has meaningful data, so resolve to that */ 1515 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1516 if (tmp->head)
1450 else head=tmp; 1517 head = tmp->head;
1518 else
1519 head = tmp;
1451 1520
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1521 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1522 if (race && head->race && !strstr (race, head->race))
1523 continue;
1524
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1526 continue;
1455 1527
1456 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1529 best_at = -1;
1458 if (spell->attacktype) { 1530 if (spell->attacktype)
1531 {
1459 for (at=0; at < NROFATTACKS; at++) 1532 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1533 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1534 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at;
1462 1536
1463 if (best_at == -1) at=0; 1537 if (best_at == -1)
1538 at = 0;
1464 else { 1539 else
1540 {
1465 if (head->resist[best_at] == 100) continue; 1541 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1542 continue;
1467 } 1543 else
1544 at = head->resist[best_at] / 5;
1545 }
1468 at -= level / 5; 1546 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1547 if (did_make_save (head, head->level, at))
1470 } 1548 continue;
1549 }
1471 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1551 {
1472 /* 1552 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1553 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1554 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1556
1477 The chance will then be in the range [20-70] percent, not too bad. 1557 The chance will then be in the range [20-70] percent, not too bad.
1478 1558
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1559 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1560 charm a level 125 monster...
1481 1561
1482 Ryo, august 14th 1562 Ryo, august 14th
1483 */ 1563 */
1484 {
1485 if ( head->level > level ) continue; 1564 if (head->level > level)
1565 continue;
1566
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1568 /* Failed, no effect */
1488 continue; 1569 continue;
1489 } 1570 }
1490 1571
1491 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1492 1573
1493 /* aggravation */ 1574 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1578 remove_friendly_object (head);
1579 done_one = 1;
1580 head->enemy = op;
1581 }
1498 1582
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */ 1583 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1586 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1587 head->enemy = NULL;
1507 done_one = 1; 1588 done_one = 1;
1508 } 1589 }
1509 1590
1510 /* berserk monsters */ 1591 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 {
1512 SET_FLAG(head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1595 done_one = 1;
1514 } 1596 }
1597
1515 /* charm */ 1598 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1607 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1609 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1610 head->attack_movement = PETMOVE;
1526 done_one = 1; 1611 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1612 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1613 head->stats.exp = 0;
1529 } 1614 }
1530 1615
1531 /* If a monster was effected, put an effect in */ 1616 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1617 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx; 1619 } /* for y */
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 }
1538 } /* for y */
1539 1620
1540 return 1; 1621 return 1;
1541} 1622}
1542 1623
1543 1624
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1625/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1626 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1627 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1628 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1629 * note that duration is handled by process_object() in time.c
1549 */ 1630 */
1550 1631
1632void
1551void move_ball_spell(object *op) { 1633move_ball_spell (object *op)
1634{
1552 int i,j,dam_save,dir, mflags; 1635 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1636 sint16 nx, ny, hx, hy;
1554 object *owner; 1637 object *owner;
1555 mapstruct *m; 1638 maptile *m;
1556 1639
1557 owner = get_owner(op); 1640 owner = op->owner;
1558 1641
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1642 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1643 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1644 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1645 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1646 * deviations.
1564 */ 1647 */
1565 1648
1566 dir = 0; 1649 dir = 0;
1567 if(!(rndm(0, 3))) 1650 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1651 j = rndm (0, 1);
1569 else j=0; 1652 else
1653 j = 0;
1570 1654
1571 for(i = 1; i < 9; i++) { 1655 for (i = 1; i < 9; i++)
1656 {
1572 /* i bit 0: alters sign of offset 1657 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1658 * other bits (i / 2): absolute value of offset
1574 */ 1659 */
1575 1660
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1662 int tmpdir = absdir (op->direction + offset);
1578 1663
1579 nx = op->x + freearr_x[tmpdir]; 1664 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1665 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1666 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1667 {
1583 dir = tmpdir; 1668 dir = tmpdir;
1584 break; 1669 break;
1585 } 1670 }
1586 } 1671 }
1587 if (dir == 0) { 1672 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1673 {
1674 nx = op->x;
1675 ny = op->y;
1676 m = op->map;
1677 }
1592 1678
1593 remove_ob(op); 1679 m->insert (op, nx, ny, op);
1594 op->y=ny; 1680
1595 op->x=nx;
1596 insert_ob_in_map(op,m,op,0);
1597
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1681 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1682 surrounding squares */
1600 1683
1601 /* loop over current square and neighbors to hit. 1684 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1685 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1686 * the surround spaces.
1604 */ 1687 */
1605 for(j=0;j<9;j++) { 1688 for (j = 0; j < 9; j++)
1606 object *new_ob; 1689 {
1607
1608 hx = nx+freearr_x[j]; 1690 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1691 hy = ny + freearr_y[j];
1610 1692
1611 m = op->map; 1693 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1695
1614 if (mflags & P_OUT_OF_MAP) continue; 1696 if (mflags & P_OUT_OF_MAP)
1697 continue;
1615 1698
1616 /* first, don't ever, ever hit the owner. Don't hit out 1699 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1700 * of the map either.
1618 */ 1701 */
1619 1702
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1704 {
1705 if (j)
1706 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1707 hit_map (op, j, op->attacktype, 1);
1623 1708
1624 } 1709 }
1625 1710
1626 /* insert the other arch */ 1711 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1628 new_ob = arch_to_object(op->other_arch); 1713 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1629 new_ob->x = hx;
1630 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0);
1632 }
1633 } 1714 }
1634 1715
1635 /* restore to the center location and damage*/ 1716 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1717 op->stats.dam = dam_save;
1637 1718
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1719 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1720
1640 if(i>=0) { /* we have a preferred direction! */ 1721 if (i >= 0)
1722 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1723 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1724 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1725 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1726 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1727
1646 op->direction=i; 1728 op->direction = i;
1647 } 1729 }
1648} 1730}
1649 1731
1650
1651/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1652 * This is an implementation of the swarm spell. It was written for 1733 * This is an implementation of the swarm spell. It was written for
1653 * meteor swarm, but it could be used for any swarm. A swarm spell 1734 * meteor swarm, but it could be used for any swarm. A swarm spell
1654 * is a special type of object that casts swarms of other types 1735 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1736 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1737 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1738 */
1658 1739void
1659void move_swarm_spell(object *op) 1740move_swarm_spell (object *op)
1660{ 1741{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1742#if 0
1683 // this is bogus: it causes wrong places to be checked below 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1745 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1746 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1747 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1748#endif
1749 object *owner = op->env;
1730 1750
1751 if (!op->duration || !owner->is_on_map ())
1752 {
1753 op->destroy ();
1754 return;
1755 }
1756
1757 op->duration--;
1758
1759 int basedir = op->direction;
1760 if (!basedir)
1761 /* spray in all directions! 8) */
1762 basedir = (op->facing += op->state) % 8 + 1;
1763
1764#if 0
1765 // this is bogus: it causes wrong places to be checked below
1766 // (a wall 2 cells away will block the effect...) and
1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1768 // space.
1769 // should be fixed later, but correctness before features...
1770 // (schmorp)
1771
1772 /* new offset calculation to make swarm element distribution
1773 * more uniform
1774 */
1775 if (op->duration)
1776 {
1777 if (basedir & 1)
1778 {
1779 adjustdir = cardinal_adjust[rndm (0, 8)];
1780 }
1781 else
1782 {
1783 adjustdir = diagonal_adjust[rndm (0, 9)];
1784 }
1785 }
1786 else
1787 {
1788 adjustdir = 0; /* fire the last one from forward. */
1789 }
1790
1791 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1792 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1793
1794 /* back up one space so we can hit point-blank targets, but this
1795 * necessitates extra out_of_map check below
1796 */
1797 origin_x = target_x - freearr_x[basedir];
1798 origin_y = target_y - freearr_y[basedir];
1799
1800
1731 /* spell pointer is set up for the spell this casts. Since this 1801 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1802 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1803 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1804 * do some sanity checking anyways.
1735 */ 1805 */
1806
1807 if (op->spell && op->spell->type == SPELL &&
1808 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1809 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1810 {
1811
1812 /* Bullet spells have a bunch more customization that needs to be done */
1813 if (op->spell->subtype == SP_BULLET)
1814 fire_bullet (owner, op, basedir, op->spell);
1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1816 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1817 }
1818#endif
1819
1820 /* spell pointer is set up for the spell this casts. Since this
1821 * should just be a pointer to the spell in some inventory,
1822 * it is unlikely to disappear by the time we need it. However,
1823 * do some sanity checking anyways.
1824 */
1825
1737 if (op->spell && op->spell->type == SPELL) 1826 if (op->spell && op->spell->type == SPELL)
1738 { 1827 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1744 } 1833 }
1745} 1834}
1746
1747
1748
1749 1835
1750/* fire_swarm: 1836/* fire_swarm:
1751 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1752 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1753 * the parts of the swarm. 1839 * the parts of the swarm.
1756 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1757 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1845 * n: the number to be fired.
1760 */ 1846 */
1761 1847int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1849{
1764 object *tmp;
1765 int i;
1766
1767 if (!spell->other_arch) return 0; 1850 if (!spell->other_arch)
1851 return 0;
1768 1852
1769 tmp=get_archetype(SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1770 tmp->x=op->x;
1771 tmp->y=op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1773 set_spell_skill(op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1774
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1777
1778 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1779 1858
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1782 return 1; 1861 return 1;
1783 } 1862
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1866
1788 tmp->direction=dir; 1867 tmp->direction = dir;
1789 tmp->invisible=1; 1868 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1871
1872 op->insert (tmp);
1873
1791 return 1; 1874 return 1;
1792} 1875}
1793
1794 1876
1795/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1796 * function. 1878 * function.
1797 */ 1879 */
1880int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1881cast_light (object *op, object *caster, object *spell, int dir)
1882{
1799 object *target=NULL,*tmp=NULL; 1883 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1884 sint16 x, y;
1801 int dam, mflags; 1885 int dam, mflags;
1802 mapstruct *m; 1886 maptile *m;
1803 1887
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1889
1806 if(!dir) { 1890 if (!dir)
1891 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 1893 return 0;
1809 } 1894 }
1810 1895
1811 x=op->x+freearr_x[dir]; 1896 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1897 y = op->y + freearr_y[dir];
1813 m = op->map; 1898 m = op->map;
1814 1899
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1900 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1901
1817 if (mflags & P_OUT_OF_MAP) { 1902 if (mflags & P_OUT_OF_MAP)
1903 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1905 return 0;
1820 } 1906 }
1821 1907
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 1909 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1914 if (target->head)
1915 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1916 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1917 return 1; /* one success only! */
1918 }
1829 } 1919 }
1830 }
1831 1920
1832 /* no live target, perhaps a wall is in the way? */ 1921 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1922 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1923 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1924 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 1925 return 0;
1836 } 1926 }
1837 1927
1838 /* ok, looks groovy to just insert a new light on the map */ 1928 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 1929 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1930 if (!tmp)
1931 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1933 return 0;
1843 } 1934 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1935 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 1936 if (tmp->glow_radius)
1937 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1939 if (tmp->glow_radius > MAX_LIGHT_RADII)
1940 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 1941 }
1849 tmp->x=x; 1942
1850 tmp->y=y; 1943 m->insert (tmp, x, y, op);
1851 insert_ob_in_map(tmp,m,op,0);
1852 return 1; 1944 return 1;
1853} 1945}
1854
1855
1856
1857 1946
1858/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
1859 * player and infects someone. 1948 * player and infects someone.
1860 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
1863 */ 1952 */
1864 1953int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
1955{
1866 sint16 x,y; 1956 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 1958 object *walk;
1869 mapstruct *m; 1959 maptile *m;
1870 1960
1871 x = op->x; 1961 x = op->x;
1872 y = op->y; 1962 y = op->y;
1873 1963
1874 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 1965 * direction the player is pointing.
1876 */ 1966 */
1967 if (!dir)
1877 if (!dir) dir=op->facing; 1968 dir = op->facing;
1969
1970 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
1879 1972
1880 /* Calculate these once here */ 1973 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 1975 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 1976 dur_mod = SP_level_duration_adjust (caster, spell);
1884 1977
1885 /* search in a line for a victim */ 1978 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 1979 for (i = 1; i < range; i++)
1980 {
1887 x = op->x + i * freearr_x[dir]; 1981 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 1982 y = op->y + i * freearr_y[dir];
1889 m = op->map; 1983 m = op->map;
1890 1984
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 1985 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 1986
1893 if (mflags & P_OUT_OF_MAP) return 0; 1987 if (mflags & P_OUT_OF_MAP)
1988 return 0;
1894 1989
1895 /* don't go through walls - presume diseases are airborne */ 1990 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1991 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1992 return 0;
1897 1993
1898 /* Only bother looking on this space if there is something living here */ 1994 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 1995 if (mflags & P_IS_ALIVE)
1996 {
1900 /* search this square for a victim */ 1997 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1998 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1999 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2000 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2001 object *disease = arch_to_object (spell->other_arch);
1904 2002
1905 set_owner(disease,op); 2003 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 2004 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2005 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2006 disease->level = caster_level (caster, spell);
1909 2007
1910 /* do level adjustments */ 2008 /* do level adjustments */
1911 if(disease->stats.wc) 2009 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2010 disease->stats.wc += dur_mod / 2;
1913 2011
1914 if(disease->magic> 0) 2012 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2013 disease->magic += dur_mod / 8;
1916 2014
1917 if(disease->stats.maxhp>0) 2015 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
1919 2017
1920 if(disease->stats.maxgrace>0) 2018 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2019 disease->stats.maxgrace += dur_mod;
1922 2020
1923 if(disease->stats.dam) { 2021 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2022 {
1925 disease->stats.dam += dam_mod; 2023 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2024 disease->stats.dam += dam_mod;
1927 } 2025 else
2026 disease->stats.dam -= dam_mod;
2027 }
1928 2028
1929 if(disease->last_sp) { 2029 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2030 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2031 disease->last_sp -= 2 * dam_mod;
1932 } 2032 if (disease->last_sp < 1)
2033 disease->last_sp = 1;
2034 }
1933 2035
1934 if(disease->stats.maxsp) { 2036 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2037 {
1936 disease->stats.maxsp += dam_mod; 2038 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2039 disease->stats.maxsp += dam_mod;
1938 } 2040 else
1939 2041 disease->stats.maxsp -= dam_mod;
2042 }
2043
1940 if(disease->stats.ac) 2044 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2045 disease->stats.ac += dam_mod;
1942 2046
1943 if(disease->last_eat) 2047 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2048 disease->last_eat -= dam_mod;
1945 2049
1946 if(disease->stats.hp) 2050 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2051 disease->stats.hp -= dam_mod;
1948 2052
1949 if(disease->stats.sp) 2053 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2054 disease->stats.sp -= dam_mod;
1951 2055
1952 if(infect_object(walk,disease,1)) { 2056 if (infect_object (walk, disease, 1))
1953 object *flash; /* visual effect for inflicting disease */ 2057 {
1954
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2058 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2059
1957 free_object(disease); /* don't need this one anymore */ 2060 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1959 flash->x = x; 2062 return 1;
1960 flash->y = y; 2063 }
1961 flash->map = walk->map; 2064
1962 insert_ob_in_map(flash,walk->map,op,0); 2065 disease->destroy ();
1963 return 1; 2066 }
1964 } 2067 } /* if living creature */
1965 free_object(disease); 2068 } /* for range of spaces */
1966 } 2069
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2071 return 1;
1971} 2072}

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