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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 1.65 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
104/*************************************************************************** 103/***************************************************************************
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 134 return;
135 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 141
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165 161void
166void move_bolt(object *op) { 162move_bolt (object *op)
167 object *tmp; 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 mapstruct *m; 166 maptile *m;
171 167
172 if(--(op->duration)<0) { 168 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 169 {
170 op->destroy_inv (true); // be explicit about dropping
171 op->destroy (true);
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 (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */
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;
261 } /* copy object and move it along */
262 } /* if move bolt along */
263} 263}
264 264
265/* fire_bolt 265/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 266 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 267 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 269 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
271 * pointers. 271 * pointers.
272 */ 272 */
273 273int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
275{
275 object *tmp=NULL; 276 object *tmp = NULL;
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp=arch_to_object(spob->other_arch); 282 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 289
290 if (spob->slaying)
291 tmp->slaying = spob->slaying;
292
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_inv (true); // be explicit about dropping
314 tmp->destroy (true);
315 return 0;
316 }
317
318 tmp->map = newmap;
319
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
321 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (true);
313 return 0; 326 return 0;
314 } 327 }
315 tmp->x=op->x; 328
316 tmp->y=op->y; 329 tmp->x = op->x;
330 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 332 tmp->map = op->map;
319 } 333 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 336 move_bolt (tmp);
337
322 return 1; 338 return 1;
323} 339}
324
325
326 340
327/*************************************************************************** 341/***************************************************************************
328 * 342 *
329 * BULLET/BALL CODE 343 * BULLET/BALL CODE
330 * 344 *
331 ***************************************************************************/ 345 ***************************************************************************/
332 346
333/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 349 * At least that is what I think this does.
336 */ 350 */
351void
337void explosion(object *op) { 352explosion (object *op)
338 object *tmp; 353{
339 mapstruct *m=op->map; 354 maptile *m = op->map;
340 int i; 355 int i;
341 356
342 if(--(op->duration)<0) { 357 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 358 {
359 op->destroy (true);
360 return;
361 }
362
347 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
348 364
349 if(op->range>0) { 365 if (op->range > 0)
350 for(i=1;i<9;i++) { 366 {
367 for (i = 1; i < 9; i++)
368 {
351 sint16 dx,dy; 369 sint16 dx, dy;
352 370
353 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
355 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 375 * out of map, etc.
357 */ 376 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 378 {
360 copy_object(op,tmp); 379 object *tmp = op->clone ();
361 tmp->state=0; 380
362 tmp->speed_left= -0.21; 381 tmp->state = 0;
363 tmp->range--; 382 tmp->speed_left = -0.21f;
364 tmp->value=0; 383 tmp->range--;
365 tmp->x=dx; 384 tmp->value = 0;
366 tmp->y=dy; 385
367 insert_ob_in_map(tmp,m,op,0); 386 m->insert (tmp, dx, dy, op);
387 }
388 }
368 } 389 }
369 }
370 }
371} 390}
372
373 391
374/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
376 * explode. 394 * explode.
377 */ 395 */
396void
378void explode_bullet(object *op) 397explode_bullet (object *op)
379{ 398{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 399 object *tmp, *owner;
382 400
383 if (op->other_arch == NULL) { 401 if (!op->other_arch)
402 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 404 op->destroy (true);
386 free_object (op); 405 return;
387 return;
388 } 406 }
389 407
390 if (op->env) { 408 if (op->env)
391 object *env; 409 {
410 object *env = op->outer_env ();
392 411
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 412 if (!env->map || out_of_map (env->map, env->x, env->y))
413 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 415 op->destroy (true);
397 free_object (op);
398 return; 416 return;
399 } 417 }
400 remove_ob (op); 418
401 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 420 }
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)) { 421 else if (out_of_map (op->map, op->x, op->y))
422 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 424 op->destroy (true);
407 free_object (op); 425 return;
408 return;
409 } 426 }
410 427
428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
429 // NOTE: If this breaks something important: remove this. I can't think of anything
430 // 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) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 432 {
413 remove_ob (op); 433 op->destroy (true);
414 free_object (op); 434 return;
435 }
436
437 if (op->attacktype)
438 {
439 hit_map (op, 0, op->attacktype, 1);
440
441 if (op->destroyed ())
415 return; 442 return;
416 } 443 }
417 444
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 */ 445 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 446 tmp = arch_to_object (op->other_arch);
426 447
427 copy_owner (tmp, op); 448 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 449 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 450
431 owner = get_owner(op); 451 owner = op->owner;
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 452
453 if ((tmp->attacktype & AT_HOLYWORD
454 || tmp->attacktype & AT_GODPOWER)
455 && owner
433 !tailor_god_spell(tmp, owner)) { 456 && !tailor_god_spell (tmp, owner))
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 457 {
438 tmp->x = op->x; 458 op->destroy (true);
439 tmp->y = op->y; 459 return;
460 }
440 461
441 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
464 {
443 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 466 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 467 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 468 tmp->duration = op->duration;
447 } else { 469 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 470 else
471 {
472 if (op->attacktype & AT_MAGIC)
473 tmp->attacktype |= AT_MAGIC;
474
449 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 480 * the count of the parent should work fine.
455 */ 481 */
456 tmp->stats.maxhp = op->count; 482 tmp->stats.maxhp = op->count;
457 } 483 }
458 484
459 /* Set direction of cone explosion */ 485 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 486 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
462 488
463 /* Prevent recursion */ 489 /* Prevent recursion */
464 op->move_on = 0; 490 op->move_on = 0;
465 491
466 insert_ob_in_map(tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
467 /* remove the firebullet */ 495 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 496 op->destroy (true);
469 remove_ob (op);
470 free_object (op);
471 }
472} 497}
473
474
475 498
476/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
478 */ 501 */
479 502void
480void check_bullet(object *op) 503check_bullet (object *op)
481{ 504{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 505 object *tmp;
484 int dam, mflags; 506 int dam, mflags;
485 mapstruct *m; 507 maptile *m;
486 sint16 sx, sy; 508 sint16 sx, sy;
487 509
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 510 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 511
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 512 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 513 return;
492 514
493 if (op->other_arch) { 515 if (op->other_arch)
516 {
494 /* explode object will also remove op */ 517 /* explode object will also remove op */
495 explode_bullet (op); 518 explode_bullet (op);
496 return; 519 return;
497 } 520 }
498 521
499 /* If nothing alive on this space, no reason to do anything further */ 522 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 523 if (!(mflags & P_IS_ALIVE))
524 return;
501 525
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
503 { 527 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 529 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 531
508 || (op->stats.dam -= dam) < 0) 532 // TODO: can't understand the following if's
533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 { 534 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 536 {
512 free_object(op); 537 op->destroy (true);
513 return; 538 return;
514 } 539 }
515 } 540 }
516 } 541 }
517 } 542 }
518} 543}
519
520 544
521/* Basically, we move 'op' one square, and if it hits something, 545/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 546 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 547 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 548 * fired arches (eg, bolts).
525 */ 549 */
526 550void
527void move_bullet(object *op) 551move_bullet (object *op)
528{ 552{
529 sint16 new_x, new_y; 553 sint16 new_x, new_y;
530 int mflags; 554 int mflags;
531 mapstruct *m; 555 maptile *m;
532 556
533#if 0 557#if 0
534 /* We need a better general purpose way to do this */ 558 /* We need a better general purpose way to do this */
535 559
536 /* peterm: added to make comet leave a trail of burnouts 560 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 561 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 562 if (op->stats.sp == SP_METEOR)
563 {
539 replace_insert_ob_in_map("fire_trail",op); 564 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 565 if (op->destroyed ())
541 return; 566 return;
542 } /* end addition. */ 567 } /* end addition. */
543#endif 568#endif
544 569
545 /* Reached the end of its life - remove it */ 570 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 571 if (--op->range <= 0)
572 {
547 if (op->other_arch) { 573 if (op->other_arch)
548 explode_bullet (op); 574 explode_bullet (op);
549 } else { 575 else
550 remove_ob (op); 576 op->destroy (true);
551 free_object (op); 577
552 }
553 return; 578 return;
554 } 579 }
555 580
556 new_x = op->x + DIRX(op); 581 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 582 new_y = op->y + DIRY (op);
558 m = op->map; 583 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 585
561 if (mflags & P_OUT_OF_MAP) { 586 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 587 {
563 free_object (op); 588 op->destroy (true);
564 return; 589 return;
565 } 590 }
566 591
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
593 {
568 if (op->other_arch) { 594 if (op->other_arch)
569 explode_bullet (op); 595 explode_bullet (op);
570 } else { 596 else
571 remove_ob (op); 597 op->destroy (true);
572 free_object (op); 598
573 }
574 return; 599 return;
575 } 600 }
576 601
577 remove_ob (op); 602 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; 603 return;
582 604
583 if (reflwall (op->map, op->x, op->y, op)) { 605 if (reflwall (op->map, op->x, op->y, op))
606 {
584 op->direction = absdir (op->direction + 4); 607 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 608 update_turn_face (op);
586 } else { 609 }
610 else
587 check_bullet (op); 611 check_bullet (op);
588 }
589} 612}
590
591
592
593 613
594/* fire_bullet 614/* fire_bullet
595 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
598 * spob->attacktype. 618 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
600 * pointers. 620 * pointers.
601 */ 621 */
602 622int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 623fire_bullet (object *op, object *caster, int dir, object *spob)
624{
604 object *tmp=NULL; 625 object *tmp = NULL;
605 int mflags; 626 int mflags;
606 627
607 if (!spob->other_arch) 628 if (!spob->other_arch)
608 return 0; 629 return 0;
609 630
610 tmp=arch_to_object(spob->other_arch); 631 tmp = spob->other_arch->instance ();
611 if(tmp==NULL) 632 if (!tmp)
612 return 0; 633 return 0;
613 634
614 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 638 if (spob->slaying)
639 tmp->slaying = spob->slaying;
618 640
619 tmp->range = 50; 641 tmp->range = 50;
620 642
621 /* Need to store duration/range for the ball to use */ 643 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 644 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 645 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 646 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 647
626 tmp->direction=dir; 648 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 650 SET_ANIMATION (tmp, dir);
629 651
630 set_owner(tmp,op); 652 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
632 654
633 tmp->x=op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 657 tmp->map = op->map;
636 658
659 maptile *newmap;
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 661 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 662 {
663 tmp->destroy (true);
664 return 0;
665 }
666
667 tmp->map = newmap;
668
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
670 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 672 {
673 tmp->destroy (true);
645 return 0; 674 return 0;
646 } 675 }
647 tmp->x=op->x; 676
648 tmp->y=op->y; 677 tmp->x = op->x;
678 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 679 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 680 tmp->map = op->map;
651 } 681 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 682
683 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 684 check_bullet (tmp);
654 } 685
655 return 1; 686 return 1;
656} 687}
657
658
659
660 688
661/***************************************************************************** 689/*****************************************************************************
662 * 690 *
663 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
664 * 692 *
665 *****************************************************************************/ 693 *****************************************************************************/
666 694
667
668/* drops an object based on what is in the cone's "other_arch" */ 695/* drops an object based on what is in the cone's "other_arch" */
696void
669void cone_drop(object *op) { 697cone_drop (object *op)
698{
670 object *new_ob = arch_to_object(op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
671 700
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 701 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 702 new_ob->set_owner (op->owner);
676 703
677 /* preserve skill ownership */ 704 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 705 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 706 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 707
681 } 708 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 709}
685 710
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 712
713void
688void move_cone(object *op) { 714move_cone (object *op)
689 int i; 715{
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 717 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 } 718 {
719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
720 op->set_speed (0);
721 return;
722 }
700 723
701 /* lava saves it's life, but not yours :) */ 724 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 725 if (QUERY_FLAG (op, FLAG_LIFESAVE))
726 {
703 hit_map(op,0,op->attacktype,0); 727 hit_map (op, 0, op->attacktype, 0);
704 return; 728 return;
705 } 729 }
706 730
707#if 0 731#if 0
708 /* Disable this - enabling it makes monsters easier, as 732 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 733 * when their cone dies when they die.
710 */ 734 */
711 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 736 if (op->owner == NULL)
713 remove_ob(op); 737 {
714 free_object(op); 738 op->destroy (true);
715 return; 739 return;
716 } 740 }
717#endif 741#endif
718 742
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 743 hit_map (op, 0, op->attacktype, 0);
721 744
722 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
724 * degree. 747 * degree.
725 */ 748 */
749 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 750 check_spell_knockback (op);
727 751
728 if (was_destroyed (op, tag)) 752 if (op->destroyed ())
753 return;
754
755 if (op->duration-- < 0)
756 {
757 op->destroy (true);
729 return; 758 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 759 }
736 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 761 * any further. When the duration above expires,
738 * then the object will get removed. 762 * then the object will get removed.
739 */ 763 */
740 if (--op->range < 0) { 764 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 765 {
766 op->range = 0; /* just so it doesn't wrap */
767 return;
768 }
744 769
745 for(i= -1;i<2;i++) { 770 for (int i = -1; i <= 1; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 771 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 773
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 775 {
751 copy_object(op, tmp); 776 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 777
755 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
756 779
757 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 782
760 if (tmp->other_arch) cone_drop(tmp); 783 op->map->insert (tmp, x, y, op);
761 } 784
785 if (tmp->other_arch)
786 cone_drop (tmp);
787 }
762 } 788 }
763} 789}
764 790
765/* cast_cone: casts a cone spell. 791/* cast_cone: casts a cone spell.
766 * op: person firing the object. 792 * op: person firing the object.
768 * dir: direction to fire in. 794 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 795 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 796 * to fire.
771 * returns 0 on failure, 1 on success. 797 * returns 0 on failure, 1 on success.
772 */ 798 */
799int
773int cast_cone(object *op, object *caster,int dir, object *spell) 800cast_cone (object *op, object *caster, int dir, object *spell)
774{ 801{
775 object *tmp; 802 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 803 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 804 maptile *m;
778 sint16 sx, sy; 805 sint16 sx, sy;
779 MoveType movetype; 806 MoveType movetype;
780 807
781 if (!spell->other_arch) return 0; 808 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; 809 return 0;
810
811 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
814 return 0;
815 }
789 816
790 if(!dir) { 817 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 818 {
819 range_min = 0;
820 range_max = 8;
821 }
794 822
795 /* Need to know what the movetype of the object we are about 823 /* 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 824 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 825 * insert it into is blocked.
798 */ 826 */
799 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
800 828
801 for(i=range_min;i<=range_max;i++) { 829 for (i = range_min; i <= range_max; i++)
830 {
802 sint16 x,y, d; 831 sint16 x, y, d;
803 832
804 /* We can't use absdir here, because it never returns 833 /* 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 834 * 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 835 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 836 * to hit that person.
808 */ 837 */
809 d = dir + i; 838 d = dir + i;
810 while (d < 0) d+=8; 839 while (d < 0)
811 while (d > 8) d-=8; 840 d += 8;
841 while (d > 8)
842 d -= 8;
812 843
813 /* If it's not a rune, we don't want to blast the caster. 844 /* 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, 845 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 846 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 847 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 848 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 849 * for the rune code.
819 */ 850 */
820 if (caster->type != RUNE && d==0) { 851 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 852 {
822 else continue; 853 if (dir != 0)
823 } 854 d = 8;
855 else
856 continue;
857 }
824 858
825 x = op->x+freearr_x[d]; 859 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 860 y = op->y + freearr_y[d];
827 861
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 862 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 863 continue;
830 864
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 865 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 866 continue;
833 867
834 success=1; 868 success = 1;
835 tmp=arch_to_object(spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 870 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 873 tmp->attacktype = spell->attacktype;
842 874
843 /* holy word stuff */ 875 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 877 if (!tailor_god_spell (tmp, op))
846 } 878 return 0;
847 879
848 if(dir) 880 if (dir)
849 tmp->stats.sp=dir; 881 tmp->stats.sp = dir;
850 else 882 else
851 tmp->stats.sp=i; 883 tmp->stats.sp = i;
852 884
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 885 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 886
855 /* If casting it in all directions, it doesn't go as far */ 887 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 888 if (dir == 0)
889 {
857 tmp->range /= 4; 890 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 891 if (tmp->range < 2 && spell->range >= 2)
859 } 892 tmp->range = 2;
893 }
894
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 895 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 896 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 897
863 /* Special bonus for fear attacks */ 898 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 899 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 900 {
866 else 901 if (caster->type == PLAYER)
902 tmp->duration += fear_bonus[caster->stats.Cha];
903 else
867 tmp->duration += caster->level/3; 904 tmp->duration += caster->level / 3;
868 } 905 }
906
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 907 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 908 {
871 else 909 if (caster->type == PLAYER)
910 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
911 else
872 tmp->duration += caster->level/3; 912 tmp->duration += caster->level / 3;
873 } 913 }
874 914
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 spell->other_arch->name);
879 917
880 if (!tmp->move_on && tmp->stats.dam) { 918 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 919 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);
886 920
921 m->insert (tmp, sx, sy, op);
922
887 /* This is used for tracking spells so that one effect doesn't hit 923 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 924 * a single space too many times.
889 */ 925 */
890 tmp->stats.maxhp = tmp->count; 926 tmp->stats.maxhp = tmp->count;
891 927
892 if(tmp->other_arch) cone_drop(tmp); 928 if (tmp->other_arch)
929 cone_drop (tmp);
893 } 930 }
931
894 return success; 932 return success;
895} 933}
896 934
897/**************************************************************************** 935/****************************************************************************
898 * 936 *
899 * BOMB related code 937 * BOMB related code
900 * 938 *
901 ****************************************************************************/ 939 ****************************************************************************/
902 940
903
904/* This handles an exploding bomb. 941/* This handles an exploding bomb.
905 * op is the original bomb object. 942 * op is the original bomb object.
906 */ 943 */
944void
907void animate_bomb(object *op) { 945animate_bomb (object *op)
908 int i; 946{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 948 return;
914 949
915 env = object_get_env_recursive(op); 950 object *env = op->outer_env ();
916 951
917 if (op->env) { 952 if (op->env)
953 {
918 if (env->map == NULL) 954 if (env->map == NULL)
919 return; 955 return;
920 956
921 if (env->type == PLAYER) 957 if (!(op = op->insert_at (env, op)))
922 esrv_del_item(env->contr, op->count); 958 return;
959 }
923 960
924 remove_ob(op); 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
925 op->x = env->x; 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
926 op->y = env->y; 963 // as bombs can be carried.
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
965 {
966 op->destroy (true);
928 return; 967 return;
929 } 968 }
930 969
931 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 972 * so just set up the appropriate values.
934 */ 973 */
935 at = find_archetype(SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 975 {
937 for(i=1;i<9;i++) { 976 for (int i = 1; i < 9; i++)
977 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 979 continue;
940 tmp = arch_to_object(at); 980
981 object *tmp = arch_to_object (at);
941 tmp->direction = i; 982 tmp->direction = i;
942 tmp->range = op->range; 983 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 985 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 987 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 988 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 989 tmp->skill = op->skill;
949 tmp->skill = add_refcount(op->skill); 990
991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
992 SET_ANIMATION (tmp, i);
993
994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
995 move_bullet (tmp);
996 }
950 } 997 }
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 }
959 998
960 explode_bullet(op); 999 explode_bullet (op);
961} 1000}
962 1001
1002int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1003create_bomb (object *op, object *caster, int dir, object *spell)
964 1004{
965 object *tmp; 1005 object *tmp;
966 int mflags; 1006 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1008 maptile *m;
969 1009
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1010 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)) { 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1014 return 0;
974 } 1015 }
1016
975 tmp=arch_to_object(spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
976 1018
977 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
982 1024
983 set_owner(tmp,op); 1025 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1027
986 tmp->y=dy; 1028 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1029 return 1;
989} 1030}
990 1031
991/**************************************************************************** 1032/****************************************************************************
992 * 1033 *
993 * smite related spell code. 1034 * smite related spell code.
1001 * dir is the direction to look in. 1042 * dir is the direction to look in.
1002 * range is how far out to look. 1043 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1005 */ 1046 */
1006 1047object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1048get_pointed_target (object *op, int dir, int range, int type)
1049{
1008 object *target; 1050 object *target;
1009 sint16 x,y; 1051 sint16 x, y;
1010 int dist, mflags; 1052 int dist, mflags;
1011 mapstruct *mp; 1053 maptile *mp;
1012 1054
1013 if (dir==0) return NULL; 1055 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; 1056 return NULL;
1035}
1036 1057
1058 for (dist = 1; dist < range; dist++)
1059 {
1060 x = op->x + freearr_x[dir] * dist;
1061 y = op->y + freearr_y[dir] * dist;
1062 mp = op->map;
1063 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1064
1065 if (mflags & P_OUT_OF_MAP)
1066 return NULL;
1067 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1068 return NULL;
1069 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1070 return NULL;
1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1072 return NULL;
1073
1074 if (mflags & P_IS_ALIVE)
1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1077 return target;
1078 }
1079
1080 return NULL;
1081}
1037 1082
1038/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1040 * usual params - 1085 * usual params -
1041 * op = player 1086 * op = player
1042 * caster = object casting the spell. 1087 * caster = object casting the spell.
1043 * dir = direction being cast 1088 * dir = direction being cast
1044 * spell = spell object 1089 * spell = spell object
1045 */ 1090 */
1046 1091int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{
1048 object *effect, *target; 1094 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1095 object *god = find_god (determine_god (op));
1050 int range; 1096 int range;
1051 1097
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1098 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1099 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1100
1055 /* Bunch of conditions for casting this spell. Note that only 1101 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1102 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1103 * 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 1104 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1105 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1106 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1107 * can't be friendly to your god.
1062 */ 1108 */
1063 1109
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1111 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1112 || (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))) { 1113 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1115 return 0;
1070 } 1116 }
1071 1117
1072 if (spell->other_arch) 1118 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1074 else 1120 else
1075 return 0; 1121 return 0;
1076 1122
1077 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 {
1081 if(tailor_god_spell(effect,op)) 1128 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1129 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 { 1130 else
1131 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1133 return 0;
1087 } 1134 }
1088 } 1135 }
1089 1136
1090 /* size of the area of destruction */ 1137 /* size of the area of destruction */
1091 effect->range=spell->range + 1138 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1139 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1140
1096 if (effect->attacktype & AT_DEATH) { 1141 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1142 {
1098 SP_level_dam_adjust(caster,spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1144
1100 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1147 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1148 if (random_roll (0, 2, op, PREFER_LOW))
1149 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1151 effect->x = op->x;
1105 effect->y=op->y; 1152 effect->y = op->y;
1106 } else { 1153 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1154 else
1108 query_name(target)); 1155 {
1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1157 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1158 effect->destroy (true);
1111 return 0; 1159 return 0;
1160 }
1161 }
1112 } 1162 }
1113 } 1163 else
1114 } else { 1164 {
1115 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1166 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1167 }
1119 1168
1120 set_owner(effect,op); 1169 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1122 1171
1123 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1173 effect->insert_at (target, op);
1125 effect->y=target->y; 1174
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1175 return 1;
1129} 1176}
1130
1131 1177
1132/**************************************************************************** 1178/****************************************************************************
1133 * 1179 *
1134 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1135 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1182 * code here is just to move the missile.
1137 ****************************************************************************/ 1183 ****************************************************************************/
1138 1184
1139/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1186void
1140void move_missile(object *op) { 1187move_missile (object *op)
1141 int i, mflags; 1188{
1142 object *owner;
1143 sint16 new_x, new_y;
1144 mapstruct *m;
1145
1146 if (op->range-- <=0) { 1189 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1192 op->destroy (true);
1193 return;
1194 }
1151 1195
1152 owner = get_owner(op); 1196 mapxy pos (op);
1153#if 0 1197 pos.move (op->direction);
1154 /* It'd make things nastier if this wasn't here - spells cast by 1198
1155 * monster that are then killed would continue to survive 1199 if (!pos.normalise ())
1156 */
1157 if (owner == NULL) {
1158 remove_ob(op);
1159 free_object(op);
1160 return;
1161 } 1200 {
1162#endif 1201 op->destroy (true);
1202 return;
1203 }
1163 1204
1164 new_x = op->x + DIRX(op); 1205 mapspace &ms = pos.ms ();
1165 new_y = op->y + DIRY(op);
1166 1206
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1168 1208 {
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1171 tag_t tag = op->count;
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1175 */ 1212 */
1176 if ( ! was_destroyed (op, tag)) { 1213 op->destroy (true);
1177 remove_ob (op); 1214 return;
1178 free_object(op); 1215 }
1179 } 1216
1180 return; 1217 if (!op->direction)
1181 } 1218 {
1182 1219 op->destroy (true);
1183 remove_ob(op); 1220 return;
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1185 free_object(op);
1186 return;
1187 } 1221 }
1188 op->x = new_x; 1222
1189 op->y = new_y; 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1190 op->map = m;
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1192 if(i > 0 && i != op->direction){ 1224 if (i > 0 && i != op->direction)
1225 {
1193 op->direction=i; 1226 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1195 } 1228 }
1196 insert_ob_in_map(op,op->map,op,0); 1229
1230 pos.insert (op, op);
1197} 1231}
1198 1232
1199/**************************************************************************** 1233/****************************************************************************
1200 * Destruction 1234 * Destruction
1201 ****************************************************************************/ 1235 ****************************************************************************/
1236
1202/* make_object_glow() - currently only makes living objects glow. 1237/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1238 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1207 */ 1242 */
1208 1243int
1209int make_object_glow(object *op, int radius, int time) { 1244make_object_glow (object *op, int radius, int time)
1210 object *tmp; 1245{
1211
1212 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1248 return 0;
1215 1249
1216 tmp=get_archetype(FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1252 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1254 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1257
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); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1228 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1230 1262
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; 1263 return 1;
1237} 1264}
1238 1265
1239 1266int
1240
1241
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1267cast_destruction (object *op, object *caster, object *spell_ob)
1268{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1270 sint16 sx, sy;
1245 mapstruct *m; 1271 maptile *m;
1246 object *tmp; 1272 object *tmp;
1247 const char *skill; 1273 const char *skill;
1248 1274
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1275 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1276 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1277 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1278 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1279 friendly = 1;
1253 1280
1254 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1283 * 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 1284 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1285 * the full share string/free_string route.
1259 */ 1286 */
1260 skill = op->skill; 1287 skill = op->skill;
1288 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1289 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1290 else if (caster->skill)
1291 op->skill = caster->skill;
1292 else
1263 else op->skill = NULL; 1293 op->skill = NULL;
1264 1294
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1266 1296
1267 for(i= -range; i<range; i++) { 1297 for (i = -range; i <= range; i++)
1298 {
1268 for(j=-range; j<range ; j++) { 1299 for (j = -range; j <= range; j++)
1300 {
1269 m = op->map; 1301 m = op->map;
1270 sx = op->x + i; 1302 sx = op->x + i;
1271 sy = op->y + j; 1303 sy = op->y + j;
1304
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1306 if (mflags & P_OUT_OF_MAP)
1307 continue;
1308
1274 if (mflags & P_IS_ALIVE) { 1309 if (mflags & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1310 {
1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1313 break;
1278 if (tmp) {
1279 if (tmp->head) tmp=tmp->head;
1280 1314
1315 if (tmp)
1316 {
1317 if (tmp->head)
1318 tmp = tmp->head;
1319
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1320 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1322 {
1323 if (spell_ob->subtype == SP_DESTRUCTION)
1324 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1326
1286 tmp = arch_to_object(spell_ob->other_arch); 1327 if (spell_ob->other_arch)
1287 tmp->x = sx; 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1288 tmp->y = sy; 1329 }
1289 insert_ob_in_map(tmp, m, op, 0); 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1290 } 1331 {
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) { 1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1333 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1296 effect->x = sx; 1334 }
1297 effect->y = sy; 1335 }
1298 insert_ob_in_map(effect, m, op, 0); 1336 }
1299 } 1337 }
1300 } 1338 }
1301 }
1302 }
1303 } 1339 }
1304 } 1340
1305 }
1306 op->skill = skill; 1341 op->skill = skill;
1307 return 1; 1342 return 1;
1308} 1343}
1309 1344
1310/*************************************************************************** 1345/***************************************************************************
1311 * 1346 *
1312 * CURSE 1347 * CURSE
1313 * 1348 *
1314 ***************************************************************************/ 1349 ***************************************************************************/
1315 1350
1351int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1352cast_curse (object *op, object *caster, object *spell_ob, int dir)
1353{
1317 object *god = find_god(determine_god(op)); 1354 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1355 object *tmp, *force;
1319 1356
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1357 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1358 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1359 {
1360 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1361 return 0;
1362 }
1327 1363
1364 tmp = tmp->head_ ();
1365
1328 /* If we've already got a force of this type, don't add a new one. */ 1366 /* 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) { 1367 for (force = tmp->inv; force; force = force->below)
1368 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1370 {
1331 if (force->name == spell_ob->name) { 1371 if (force->name == spell_ob->name)
1332 break; 1372 {
1333 } 1373 break;
1374 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1375 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1376 {
1336 "You can not cast %s while %s is in effect", 1377 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); 1378 return 0;
1338 return 0; 1379 }
1380 }
1339 } 1381 }
1340 } 1382
1383 if (!force)
1341 } 1384 {
1342
1343 if(force==NULL) {
1344 force=get_archetype(FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name); 1387
1347 if (spell_ob->race) 1388 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1389 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 { 1390 else
1391 force->name = spell_ob->name;
1392
1393 force->name_pl = spell_ob->name;
1394
1395 }
1396 else
1397 {
1355 int duration; 1398 int duration;
1356 1399
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1400 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1401 if (duration > force->duration)
1402 {
1359 force->duration = duration; 1403 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1405 }
1406 else
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1408
1364 return 1; 1409 return 1;
1365 } 1410 }
1411
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1412 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1413 force->speed = 1.f;
1368 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1369 SET_FLAG(force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1370 1416
1371 if(god) { 1417 if (god)
1418 {
1372 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1420 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1421 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1422 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1423 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); 1424 }
1378 } else 1425 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1426 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1427
1381 1428
1382 if(tmp!=op && op->type==PLAYER) 1429 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1430 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1431
1385 force->stats.ac = spell_ob->stats.ac; 1432 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1433 force->stats.wc = spell_ob->stats.wc;
1387 1434
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1435 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1436 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1437 tmp->update_stats ();
1391 return 1; 1438 return 1;
1392 1439
1393} 1440}
1394
1395 1441
1396/********************************************************************** 1442/**********************************************************************
1397 * mood change 1443 * mood change
1398 * Arguably, this may or may not be an attack spell. But since it 1444 * 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 1445 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/ 1446 ***********************************************************************/
1401 1447
1402/* This covers the various spells that change the moods of monsters - 1448/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1449 * makes them angry, peacful, friendly, etc.
1404 */ 1450 */
1451int
1405int mood_change(object *op, object *caster, object *spell) { 1452mood_change (object *op, object *caster, object *spell)
1453{
1406 object *tmp, *god, *head; 1454 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1455 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1456 sint16 x, y, nx, ny;
1409 mapstruct *m; 1457 maptile *m;
1410 const char *race; 1458 const char *race;
1411 1459
1412 /* We precompute some values here so that we don't have to keep 1460 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1461 * doing it over and over again.
1414 */ 1462 */
1415 god=find_god(determine_god(op)); 1463 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1464 level = casting_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1466
1419 /* On the bright side, no monster should ever have a race of GOD_... 1467 /* 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 1468 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1469 * won't ever match anything.
1422 */ 1470 */
1423 if (!spell->race) race=NULL; 1471 if (!spell->race)
1472 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1473 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1474 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1475 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1476 race = god->race;
1477 else
1426 else race = spell->race; 1478 race = spell->race;
1427
1428 1479
1429 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1481 for (y = op->y - range; y <= op->y + range; y++)
1431 1482 {
1432 done_one=0; 1483 done_one = 0;
1433 m = op->map; 1484 m = op->map;
1434 nx = x; 1485 nx = x;
1435 ny = y; 1486 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1488 if (mflags & P_OUT_OF_MAP)
1489 continue;
1438 1490
1439 /* If there is nothing living on this space, no need to go further */ 1491 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1492 if (!(mflags & P_IS_ALIVE))
1493 continue;
1441 1494
1495 // players can only affect spaces that they can actually see
1496 if (caster && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70)
1498 continue;
1499
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1502 break;
1444 1503
1445 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1505 if (!tmp || tmp->type == PLAYER)
1506 continue;
1447 1507
1448 /* Only the head has meaningful data, so resolve to that */ 1508 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1509 if (tmp->head)
1450 else head=tmp; 1510 head = tmp->head;
1511 else
1512 head = tmp;
1451 1513
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1514 /* 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; 1515 if (race && head->race && !strstr (race, head->race))
1516 continue;
1517
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1519 continue;
1455 1520
1456 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1522 best_at = -1;
1458 if (spell->attacktype) { 1523 if (spell->attacktype)
1524 {
1459 for (at=0; at < NROFATTACKS; at++) 1525 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1526 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1527 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1528 best_at = at;
1462 1529
1463 if (best_at == -1) at=0; 1530 if (best_at == -1)
1531 at = 0;
1464 else { 1532 else
1533 {
1465 if (head->resist[best_at] == 100) continue; 1534 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1535 continue;
1467 } 1536 else
1537 at = head->resist[best_at] / 5;
1538 }
1468 at -= level / 5; 1539 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1540 if (did_make_save (head, head->level, at))
1470 } 1541 continue;
1542 }
1471 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1544 {
1472 /* 1545 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1546 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1547 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1548 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1549
1477 The chance will then be in the range [20-70] percent, not too bad. 1550 The chance will then be in the range [20-70] percent, not too bad.
1478 1551
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1552 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1553 charm a level 125 monster...
1481 1554
1482 Ryo, august 14th 1555 Ryo, august 14th
1483 */ 1556 */
1484 {
1485 if ( head->level > level ) continue; 1557 if (head->level > level)
1558 continue;
1559
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1560 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1561 /* Failed, no effect */
1488 continue; 1562 continue;
1489 } 1563 }
1490 1564
1491 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1492 1566
1493 /* aggravation */ 1567 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1569 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1571 remove_friendly_object (head);
1572 done_one = 1;
1573 head->enemy = op;
1574 }
1498 1575
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */ 1576 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1577 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1578 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1579 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1580 head->enemy = NULL;
1507 done_one = 1; 1581 done_one = 1;
1508 } 1582 }
1509 1583
1510 /* berserk monsters */ 1584 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1586 {
1512 SET_FLAG(head, FLAG_BERSERK); 1587 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1588 done_one = 1;
1514 } 1589 }
1590
1515 /* charm */ 1591 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1592 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1593 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1597 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. */ 1598 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1600 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1602 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1603 head->attack_movement = PETMOVE;
1526 done_one = 1; 1604 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1605 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1606 head->stats.exp = 0;
1529 } 1607 }
1530 1608
1531 /* If a monster was effected, put an effect in */ 1609 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1610 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1611 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx; 1612 } /* for y */
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 }
1538 } /* for y */
1539 1613
1540 return 1; 1614 return 1;
1541} 1615}
1542 1616
1543 1617
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1618/* 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 1619 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1621 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1549 */ 1623 */
1550 1624void
1551void move_ball_spell(object *op) { 1625move_ball_spell (object *op)
1626{
1552 int i,j,dam_save,dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1554 object *owner; 1629 object *owner;
1555 mapstruct *m; 1630 maptile *m;
1556 1631
1557 owner = get_owner(op); 1632 owner = op->owner;
1558 1633
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1634 /* 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 1635 * 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 1636 * 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 1637 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1638 * deviations.
1564 */ 1639 */
1565 1640
1566 dir = 0; 1641 dir = 0;
1567 if(!(rndm(0, 3))) 1642 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1643 j = rndm (0, 1);
1569 else j=0; 1644 else
1645 j = 0;
1570 1646
1571 for(i = 1; i < 9; i++) { 1647 for (i = 1; i < 9; i++)
1648 {
1572 /* i bit 0: alters sign of offset 1649 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1650 * other bits (i / 2): absolute value of offset
1574 */ 1651 */
1575 1652
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1653 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1654 int tmpdir = absdir (op->direction + offset);
1578 1655
1579 nx = op->x + freearr_x[tmpdir]; 1656 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1657 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1658 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)))) { 1659 {
1583 dir = tmpdir; 1660 dir = tmpdir;
1584 break; 1661 break;
1585 } 1662 }
1586 } 1663 }
1587 if (dir == 0) { 1664 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1665 {
1666 nx = op->x;
1667 ny = op->y;
1668 m = op->map;
1669 }
1592 1670
1593 remove_ob(op); 1671 m->insert (op, nx, ny, op);
1594 op->y=ny; 1672
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 1673 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1674 surrounding squares */
1600 1675
1601 /* loop over current square and neighbors to hit. 1676 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1678 * the surround spaces.
1604 */ 1679 */
1605 for(j=0;j<9;j++) { 1680 for (j = 0; j < 9; j++)
1606 object *new_ob; 1681 {
1607
1608 hx = nx+freearr_x[j]; 1682 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1683 hy = ny + freearr_y[j];
1610 1684
1611 m = op->map; 1685 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1687
1614 if (mflags & P_OUT_OF_MAP) continue; 1688 if (mflags & P_OUT_OF_MAP)
1689 continue;
1615 1690
1616 /* first, don't ever, ever hit the owner. Don't hit out 1691 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1692 * of the map either.
1618 */ 1693 */
1619 1694
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1695 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; 1696 {
1697 if (j)
1698 op->stats.dam = dam_save / 2;
1699
1622 hit_map(op,j,op->attacktype,1); 1700 hit_map (op, j, op->attacktype, 1);
1701 }
1623 1702
1624 }
1625
1626 /* insert the other arch */ 1703 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1704 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); 1705 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 } 1706 }
1634 1707
1635 /* restore to the center location and damage*/ 1708 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1709 op->stats.dam = dam_save;
1637 1710
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1711 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1712
1640 if(i>=0) { /* we have a preferred direction! */ 1713 if (i >= 0)
1714 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1715 /* 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 || 1716 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))) { 1717 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1718 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1719
1646 op->direction=i; 1720 op->direction = i;
1647 } 1721 }
1648} 1722}
1649 1723
1650
1651/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1652 * This is an implementation of the swarm spell. It was written for 1725 * 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 1726 * 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 1727 * 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 1728 * 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. 1729 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1730 */
1658 1731void
1659void move_swarm_spell(object *op) 1732move_swarm_spell (object *op)
1660{ 1733{
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 1734#if 0
1683 // this is bogus: it causes wrong places to be checked below 1735 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 1736 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 1737 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1738 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1739 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 1740#endif
1741 object *owner = op->env;
1730 1742
1743 if (!owner) // MUST not happen, remove when true TODO
1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1746 op->destroy (true);
1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1754 return;
1755 }
1756
1757 op->duration--;
1758
1759 int basedir = op->direction;
1760 if (!basedir)
1761 {
1762 /* spray in all directions! 8) */
1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1765 }
1766
1767#if 0
1768 // this is bogus: it causes wrong places to be checked below
1769 // (a wall 2 cells away will block the effect...) and
1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1771 // space.
1772 // should be fixed later, but correctness before features...
1773 // (schmorp)
1774
1775 /* new offset calculation to make swarm element distribution
1776 * more uniform
1777 */
1778 if (op->duration)
1779 {
1780 if (basedir & 1)
1781 {
1782 adjustdir = cardinal_adjust[rndm (0, 8)];
1783 }
1784 else
1785 {
1786 adjustdir = diagonal_adjust[rndm (0, 9)];
1787 }
1788 }
1789 else
1790 {
1791 adjustdir = 0; /* fire the last one from forward. */
1792 }
1793
1794 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1795 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1796
1797 /* back up one space so we can hit point-blank targets, but this
1798 * necessitates extra out_of_map check below
1799 */
1800 origin_x = target_x - freearr_x[basedir];
1801 origin_y = target_y - freearr_y[basedir];
1802
1803
1731 /* spell pointer is set up for the spell this casts. Since this 1804 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1805 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1806 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1807 * do some sanity checking anyways.
1735 */ 1808 */
1809
1810 if (op->spell && op->spell->type == SPELL &&
1811 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1812 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1813 {
1814
1815 /* Bullet spells have a bunch more customization that needs to be done */
1816 if (op->spell->subtype == SP_BULLET)
1817 fire_bullet (owner, op, basedir, op->spell);
1818 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1819 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1820 }
1821#endif
1822
1823 /* spell pointer is set up for the spell this casts. Since this
1824 * should just be a pointer to the spell in some inventory,
1825 * it is unlikely to disappear by the time we need it. However,
1826 * do some sanity checking anyways.
1827 */
1828
1737 if (op->spell && op->spell->type == SPELL) 1829 if (op->spell && op->spell->type == SPELL)
1738 { 1830 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1744 } 1836 }
1745} 1837}
1746
1747
1748
1749 1838
1750/* fire_swarm: 1839/* fire_swarm:
1751 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1752 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1753 * the parts of the swarm. 1842 * the parts of the swarm.
1756 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1757 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1848 * n: the number to be fired.
1760 */ 1849 */
1761 1850int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1852{
1764 object *tmp;
1765 int i;
1766
1767 if (!spell->other_arch) return 0; 1853 if (!spell->other_arch)
1854 return 0;
1768 1855
1769 tmp=get_archetype(SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1770 tmp->x=op->x; 1857
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); 1858 set_spell_skill (op, caster, spell, tmp);
1774
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1777
1778 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1779 1862
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1782 return 1; 1865 return 1;
1783 } 1866
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1870
1788 tmp->direction=dir;
1789 tmp->invisible=1; 1871 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1873 tmp->direction = dir;
1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
1791 return 1; 1879 return 1;
1792} 1880}
1793
1794 1881
1795/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1796 * function. 1883 * function.
1797 */ 1884 */
1885int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1886cast_light (object *op, object *caster, object *spell, int dir)
1887{
1799 object *target=NULL,*tmp=NULL; 1888 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1889 sint16 x, y;
1801 int dam, mflags; 1890 int dam, mflags;
1802 mapstruct *m; 1891 maptile *m;
1803 1892
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1894
1806 if(!dir) { 1895 if (!dir)
1896 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 1898 return 0;
1809 } 1899 }
1810 1900
1811 x=op->x+freearr_x[dir]; 1901 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1902 y = op->y + freearr_y[dir];
1813 m = op->map; 1903 m = op->map;
1814 1904
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1905 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1906
1817 if (mflags & P_OUT_OF_MAP) { 1907 if (mflags & P_OUT_OF_MAP)
1908 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1910 return 0;
1820 } 1911 }
1821 1912
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 1914 {
1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1919 if (target->head)
1920 target = target->head;
1921
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1924 }
1829 } 1925 }
1830 }
1831 1926
1832 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1928 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1929 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1930 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 1931 return 0;
1836 } 1932 }
1837 1933
1838 /* ok, looks groovy to just insert a new light on the map */ 1934 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 1935 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1936 if (!tmp)
1937 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1939 return 0;
1843 } 1940 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 1942 if (tmp->glow_radius)
1943 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1944 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; 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
1946 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 1947 }
1849 tmp->x=x; 1948
1850 tmp->y=y; 1949 m->insert (tmp, x, y, op);
1851 insert_ob_in_map(tmp,m,op,0);
1852 return 1; 1950 return 1;
1853} 1951}
1854
1855
1856
1857 1952
1858/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1859 * player and infects someone. 1954 * player and infects someone.
1860 * op is the player/monster, caster is the object, dir is the direction 1955 * 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 1956 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1863 */ 1958 */
1864 1959int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
1961{
1866 sint16 x,y; 1962 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 1964 object *walk;
1869 mapstruct *m; 1965 maptile *m;
1870 1966
1871 x = op->x; 1967 x = op->x;
1872 y = op->y; 1968 y = op->y;
1873 1969
1874 /* If casting from a scroll, no direction will be available, so refer to the 1970 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 1971 * direction the player is pointing.
1876 */ 1972 */
1973 if (!dir)
1877 if (!dir) dir=op->facing; 1974 dir = op->facing;
1975
1976 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1977 return 0; /* won't find anything if casting on ourself, so just return */
1879 1978
1880 /* Calculate these once here */ 1979 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 1981 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 1982 dur_mod = SP_level_duration_adjust (caster, spell);
1884 1983
1885 /* search in a line for a victim */ 1984 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 1985 for (i = 1; i < range; i++)
1986 {
1887 x = op->x + i * freearr_x[dir]; 1987 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 1988 y = op->y + i * freearr_y[dir];
1889 m = op->map; 1989 m = op->map;
1890 1990
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 1991 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 1992
1893 if (mflags & P_OUT_OF_MAP) return 0; 1993 if (mflags & P_OUT_OF_MAP)
1994 return 0;
1894 1995
1895 /* don't go through walls - presume diseases are airborne */ 1996 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1997 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1998 return 0;
1897 1999
1898 /* Only bother looking on this space if there is something living here */ 2000 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 2001 if (mflags & P_IS_ALIVE)
2002 {
1900 /* search this square for a victim */ 2003 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2004 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 */ 2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2006 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
1904 2008
1905 set_owner(disease,op); 2009 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2012 disease->level = casting_level (caster, spell);
1909 2013
1910 /* do level adjustments */ 2014 /* do level adjustments */
1911 if(disease->stats.wc) 2015 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2016 disease->stats.wc += dur_mod / 2;
1913 2017
1914 if(disease->magic> 0) 2018 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2019 disease->magic += dur_mod / 8;
1916 2020
1917 if(disease->stats.maxhp>0) 2021 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
1919 2023
1920 if(disease->stats.maxgrace>0) 2024 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2025 disease->stats.maxgrace += dur_mod;
1922 2026
1923 if(disease->stats.dam) { 2027 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2028 {
1925 disease->stats.dam += dam_mod; 2029 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2030 disease->stats.dam += dam_mod;
1927 } 2031 else
2032 disease->stats.dam -= dam_mod;
2033 }
1928 2034
1929 if(disease->last_sp) { 2035 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2036 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2037 disease->last_sp -= 2 * dam_mod;
1932 } 2038 if (disease->last_sp < 1)
2039 disease->last_sp = 1;
2040 }
1933 2041
1934 if(disease->stats.maxsp) { 2042 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2043 {
1936 disease->stats.maxsp += dam_mod; 2044 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2045 disease->stats.maxsp += dam_mod;
1938 } 2046 else
1939 2047 disease->stats.maxsp -= dam_mod;
2048 }
2049
1940 if(disease->stats.ac) 2050 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2051 disease->stats.ac += dam_mod;
1942 2052
1943 if(disease->last_eat) 2053 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2054 disease->last_eat -= dam_mod;
1945 2055
1946 if(disease->stats.hp) 2056 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2057 disease->stats.hp -= dam_mod;
1948 2058
1949 if(disease->stats.sp) 2059 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
1951 2061
1952 if(infect_object(walk,disease,1)) { 2062 if (infect_object (walk, disease, 1))
1953 object *flash; /* visual effect for inflicting disease */ 2063 {
1954
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2065
1957 free_object(disease); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1959 flash->x = x; 2068 return 1;
1960 flash->y = y; 2069 }
1961 flash->map = walk->map; 2070
1962 insert_ob_in_map(flash,walk->map,op,0); 2071 disease->destroy (true);
1963 return 1; 2072 }
1964 } 2073 } /* if living creature */
1965 free_object(disease); 2074 } /* for range of spaces */
1966 } 2075
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2077 return 1;
1971} 2078}

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