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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.5 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.67 by root, Mon Sep 29 10:32:50 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.5 2006/08/26 23:36:34 root 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 copy_object(tmp,new_bolt);
143 141
144 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
150 new_bolt->duration++; 148 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164 161void
165void move_bolt(object *op) { 162move_bolt (object *op)
166 object *tmp; 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 mapstruct *m; 166 maptile *m;
170 167
171 if(--(op->duration)<0) { 168 if (--op->duration < 0)
172 remove_ob(op);
173 free_object(op);
174 return;
175 } 169 {
170 op->drop_and_destroy ();
171 return;
172 }
173
176 hit_map(op,0,op->attacktype,1); 174 hit_map (op, 0, op->attacktype, 1);
177 175
178 if(!op->direction) 176 if (!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((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 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return; 177 return;
239 }
240 else { /* Create a copy of this object and put it ahead */
241 tmp=get_object();
242 copy_object(op,tmp);
243 tmp->speed_left= -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */
247 tmp->duration++;
248 178
249 /* New forking code. Possibly create forks of this object 179 if (--op->range < 0)
250 * going off in other directions.
251 */
252
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0; 180 op->range = 0;
260 } /* copy object and move it along */ 181 else
261 } /* if move bolt along */ 182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
189 return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
199 return;
200
201 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling
204 * on the diagonal, it is trickier - eg, a bolt travelling
205 * northwest bounces different if it hits a north/south
206 * wall (bounces to northeast) vs an east/west (bounces
207 * to the southwest.
208 */
209 if (op->direction & 1)
210 op->direction = absdir (op->direction + 4);
211 else
212 {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 if (left == right)
231 op->direction = absdir (op->direction + 4);
232 else if (left)
233 op->direction = absdir (op->direction + 2);
234 else if (right)
235 op->direction = absdir (op->direction - 2);
236 }
237
238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else
242 { /* Create a copy of this object and put it ahead */
243 object *tmp = op->clone ();
244
245 m->insert (tmp, x, y, op);
246 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
255
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0;
260 } /* copy object and move it along */
261 } /* if move bolt along */
262} 262}
263 263
264/* fire_bolt 264/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 268 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
270 * pointers. 270 * pointers.
271 */ 271 */
272 272int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
274 object *tmp=NULL; 275 object *tmp = NULL;
275 int mflags; 276 int mflags;
276 277
277 if (!spob->other_arch) 278 if (!spob->other_arch)
278 return 0; 279 return 0;
279 280
280 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 282 if (tmp == NULL)
282 return 0; 283 return 0;
283 284
284 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 288
289 if (spob->slaying)
290 tmp->slaying = spob->slaying;
291
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
292 296
293 tmp->direction=dir; 297 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
296 300
297 set_owner(tmp,op); 301 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
299 303
300 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 306 tmp->map = op->map;
303 307
308 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp);
307 return 0;
308 } 311 {
312 tmp->drop_and_destroy ();
313 return 0;
314 }
315
316 tmp->map = newmap;
317
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 321 {
322 tmp->drop_and_destroy ();
312 return 0; 323 return 0;
313 } 324 }
314 tmp->x=op->x; 325
315 tmp->y=op->y; 326 tmp->x = op->x;
327 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 329 tmp->map = op->map;
318 } 330 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 333 move_bolt (tmp);
334
321 return 1; 335 return 1;
322} 336}
323
324
325 337
326/*************************************************************************** 338/***************************************************************************
327 * 339 *
328 * BULLET/BALL CODE 340 * BULLET/BALL CODE
329 * 341 *
330 ***************************************************************************/ 342 ***************************************************************************/
331 343
332/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 346 * At least that is what I think this does.
335 */ 347 */
348void
336void explosion(object *op) { 349explosion (object *op)
337 object *tmp; 350{
338 mapstruct *m=op->map; 351 maptile *m = op->map;
339 int i; 352 int i;
340 353
341 if(--(op->duration)<0) { 354 if (--op->duration < 0)
342 remove_ob(op);
343 free_object(op);
344 return;
345 } 355 {
356 op->destroy ();
357 return;
358 }
359
346 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
347 361
348 if(op->range>0) { 362 if (op->range > 0)
349 for(i=1;i<9;i++) { 363 {
364 for (i = 1; i < 9; i++)
365 {
350 sint16 dx,dy; 366 sint16 dx, dy;
351 367
352 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
354 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 372 * out of map, etc.
356 */ 373 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 375 {
359 copy_object(op,tmp); 376 object *tmp = op->clone ();
360 tmp->state=0; 377
361 tmp->speed_left= -0.21; 378 tmp->state = 0;
362 tmp->range--; 379 tmp->speed_left = -0.21f;
363 tmp->value=0; 380 tmp->range--;
364 tmp->x=dx; 381 tmp->value = 0;
365 tmp->y=dy; 382
366 insert_ob_in_map(tmp,m,op,0); 383 m->insert (tmp, dx, dy, op);
384 }
385 }
367 } 386 }
368 }
369 }
370} 387}
371
372 388
373/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
375 * explode. 391 * explode.
376 */ 392 */
393void
377void explode_bullet(object *op) 394explode_bullet (object *op)
378{ 395{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 396 object *tmp, *owner;
381 397
382 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 401 op->destroy ();
385 free_object (op); 402 return;
386 return;
387 } 403 }
388 404
389 if (op->env) { 405 if (op->env)
390 object *env; 406 {
407 object *env = op->outer_env ();
391 408
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op); 412 op->destroy ();
396 free_object (op);
397 return; 413 return;
398 } 414 }
399 remove_ob (op); 415
400 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
401 op->y = env->y; 417 }
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) { 418 else if (out_of_map (op->map, op->x, op->y))
419 {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op); 421 op->destroy ();
406 free_object (op); 422 return;
407 return;
408 } 423 }
409 424
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 { 429 {
415 remove_ob (op); 430 op->destroy ();
416 free_object (op); 431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
417 return; 439 return;
418 } 440 }
419 441
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
428 444
429 copy_owner (tmp, op); 445 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 447
433 owner = get_owner(op); 448 owner = op->owner;
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
435 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
436 remove_ob (op);
437 free_object (op);
438 return;
439 } 454 {
440 tmp->x = op->x; 455 op->destroy ();
441 tmp->y = op->y; 456 return;
457 }
442 458
443 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
445 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 463 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 465 tmp->duration = op->duration;
449 } else { 466 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
451 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 477 * the count of the parent should work fine.
457 */ 478 */
458 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
459 } 480 }
460 481
461 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
464 485
465 /* Prevent recursion */ 486 /* Prevent recursion */
466 op->move_on = 0; 487 op->move_on = 0;
467 488
468 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
469 /* remove the firebullet */ 492 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 494}
475
476
477 495
478/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
480 */ 498 */
481 499void
482void check_bullet(object *op) 500check_bullet (object *op)
483{ 501{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 502 object *tmp;
486 int dam, mflags; 503 int dam, mflags;
487 mapstruct *m; 504 maptile *m;
488 sint16 sx, sy; 505 sint16 sx, sy;
489 506
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 508
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 510 return;
494 511
495 if (op->other_arch) { 512 if (op->other_arch)
513 {
496 /* explode object will also remove op */ 514 /* explode object will also remove op */
497 explode_bullet (op); 515 explode_bullet (op);
498 return; 516 return;
499 } 517 }
500 518
501 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
503 522
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
505 { 524 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 526 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
510 || (op->stats.dam -= dam) < 0) 529 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 { 531 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 533 {
514 free_object(op); 534 op->destroy ();
515 return; 535 return;
516 } 536 }
517 } 537 }
518 } 538 }
519 } 539 }
520} 540}
521
522 541
523/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 543 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
527 */ 546 */
528 547void
529void move_bullet(object *op) 548move_bullet (object *op)
530{ 549{
531 sint16 new_x, new_y; 550 sint16 new_x, new_y;
532 int mflags; 551 int mflags;
533 mapstruct *m; 552 maptile *m;
534 553
535#if 0 554#if 0
536 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
537 556
538 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 559 if (op->stats.sp == SP_METEOR)
560 {
541 replace_insert_ob_in_map("fire_trail",op); 561 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
543 return; 563 return;
544 } /* end addition. */ 564 } /* end addition. */
545#endif 565#endif
546 566
547 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 568 if (--op->range <= 0)
569 {
549 if (op->other_arch) { 570 if (op->other_arch)
550 explode_bullet (op); 571 explode_bullet (op);
551 } else { 572 else
552 remove_ob (op); 573 op->destroy ();
553 free_object (op); 574
554 }
555 return; 575 return;
556 } 576 }
557 577
558 new_x = op->x + DIRX(op); 578 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 579 new_y = op->y + DIRY (op);
560 m = op->map; 580 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 582
563 if (mflags & P_OUT_OF_MAP) { 583 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 584 {
565 free_object (op); 585 op->destroy ();
566 return; 586 return;
567 } 587 }
568 588
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
590 {
570 if (op->other_arch) { 591 if (op->other_arch)
571 explode_bullet (op); 592 explode_bullet (op);
572 } else { 593 else
573 remove_ob (op); 594 op->destroy ();
574 free_object (op); 595
575 }
576 return; 596 return;
577 } 597 }
578 598
579 remove_ob (op); 599 if (!(op = m->insert (op, new_x, new_y, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 600 return;
584 601
585 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
586 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 605 update_turn_face (op);
588 } else { 606 }
607 else
589 check_bullet (op); 608 check_bullet (op);
590 }
591} 609}
592
593
594
595 610
596/* fire_bullet 611/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 615 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
602 * pointers. 617 * pointers.
603 */ 618 */
604 619int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
606 object *tmp=NULL; 622 object *tmp = NULL;
607 int mflags; 623 int mflags;
608 624
609 if (!spob->other_arch) 625 if (!spob->other_arch)
610 return 0; 626 return 0;
611 627
612 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
613 if(tmp==NULL) 629 if (!tmp)
614 return 0; 630 return 0;
615 631
616 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 635 if (spob->slaying)
636 tmp->slaying = spob->slaying;
620 637
621 tmp->range = 50; 638 tmp->range = 50;
622 639
623 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 644
628 tmp->direction=dir; 645 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
631 648
632 set_owner(tmp,op); 649 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
634 651
635 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 654 tmp->map = op->map;
638 655
656 maptile *newmap;
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp);
642 return 0;
643 } 659 {
660 tmp->destroy ();
661 return 0;
662 }
663
664 tmp->map = newmap;
665
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
667 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 669 {
670 tmp->destroy ();
647 return 0; 671 return 0;
648 } 672 }
649 tmp->x=op->x; 673
650 tmp->y=op->y; 674 tmp->x = op->x;
675 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 676 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 677 tmp->map = op->map;
653 } 678 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 679
680 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 681 check_bullet (tmp);
656 } 682
657 return 1; 683 return 1;
658} 684}
659
660
661
662 685
663/***************************************************************************** 686/*****************************************************************************
664 * 687 *
665 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
666 * 689 *
667 *****************************************************************************/ 690 *****************************************************************************/
668 691
669
670/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
693void
671void cone_drop(object *op) { 694cone_drop (object *op)
695{
672 object *new_ob = arch_to_object(op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
673 697
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 698 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 699 new_ob->set_owner (op->owner);
678 700
679 /* preserve skill ownership */ 701 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 702 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill); 703 new_ob->skill = op->skill;
682 new_ob->skill = add_refcount(op->skill); 704
683 } 705 new_ob->insert_at (op, op);
684 insert_ob_in_map(new_ob,op->map,op,0);
685
686} 706}
687 707
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 709
710void
690void move_cone(object *op) { 711move_cone (object *op)
691 int i; 712{
692 tag_t tag;
693
694 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 714 if (!op->map)
696 LOG(llevError,"Tried to move_cone object %s without a map.\n",
697 op->name ? op->name : "unknown");
698 op->speed = 0;
699 update_ob_speed (op);
700 return;
701 } 715 {
716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
717 op->set_speed (0);
718 return;
719 }
702 720
703 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
723 {
705 hit_map(op,0,op->attacktype,0); 724 hit_map (op, 0, op->attacktype, 0);
706 return; 725 return;
707 } 726 }
708 727
709#if 0 728#if 0
710 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 730 * when their cone dies when they die.
712 */ 731 */
713 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 733 if (op->owner == NULL)
715 remove_ob(op); 734 {
716 free_object(op); 735 op->destroy ();
717 return; 736 return;
718 } 737 }
719#endif 738#endif
720 739
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 740 hit_map (op, 0, op->attacktype, 0);
723 741
724 /* Check to see if we should push anything. 742 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 743 * Spell objects with weight push whatever they encounter to some
726 * degree. 744 * degree.
727 */ 745 */
746 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 747 check_spell_knockback (op);
729 748
730 if (was_destroyed (op, tag)) 749 if (op->destroyed ())
750 return;
751
752 if (op->duration-- < 0)
753 {
754 op->destroy ();
731 return; 755 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 756 }
738 /* Object has hit maximum range, so don't have it move 757 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 758 * any further. When the duration above expires,
740 * then the object will get removed. 759 * then the object will get removed.
741 */ 760 */
742 if (--op->range < 0) { 761 if (--op->range < 0)
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 } 762 {
763 op->range = 0; /* just so it doesn't wrap */
764 return;
765 }
746 766
747 for(i= -1;i<2;i++) { 767 for (int i = -1; i <= 1; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 768 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 769 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
750 770
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 771 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 772 {
753 copy_object(op, tmp); 773 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 774
757 tmp->duration = op->duration + 1; 775 tmp->duration = op->duration + 1;
758 776
759 /* Use for spell tracking - see ok_to_put_more() */ 777 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 778 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 779
762 if (tmp->other_arch) cone_drop(tmp); 780 op->map->insert (tmp, x, y, op);
763 } 781
782 if (tmp->other_arch)
783 cone_drop (tmp);
784 }
764 } 785 }
765} 786}
766 787
767/* cast_cone: casts a cone spell. 788/* cast_cone: casts a cone spell.
768 * op: person firing the object. 789 * op: person firing the object.
770 * dir: direction to fire in. 791 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 792 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 793 * to fire.
773 * returns 0 on failure, 1 on success. 794 * returns 0 on failure, 1 on success.
774 */ 795 */
796int
775int cast_cone(object *op, object *caster,int dir, object *spell) 797cast_cone (object *op, object *caster, int dir, object *spell)
776{ 798{
777 object *tmp; 799 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 800 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 801 maptile *m;
780 sint16 sx, sy; 802 sint16 sx, sy;
781 MoveType movetype; 803 MoveType movetype;
782 804
783 if (!spell->other_arch) return 0; 805 if (!spell->other_arch)
784
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
786 op->attacktype & AT_TURN_UNDEAD) {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!");
789 return 0; 806 return 0;
807
808 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
790 } 809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
811 return 0;
812 }
791 813
792 if(!dir) { 814 if (!dir)
793 range_min= 0;
794 range_max=8;
795 } 815 {
816 range_min = 0;
817 range_max = 8;
818 }
796 819
797 /* Need to know what the movetype of the object we are about 820 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to 821 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 822 * insert it into is blocked.
800 */ 823 */
801 movetype = spell->other_arch->clone.move_type; 824 movetype = spell->other_arch->move_type;
802 825
803 for(i=range_min;i<=range_max;i++) { 826 for (i = range_min; i <= range_max; i++)
827 {
804 sint16 x,y, d; 828 sint16 x, y, d;
805 829
806 /* We can't use absdir here, because it never returns 830 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 831 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 832 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 833 * to hit that person.
810 */ 834 */
811 d = dir + i; 835 d = dir + i;
812 while (d < 0) d+=8; 836 while (d < 0)
813 while (d > 8) d-=8; 837 d += 8;
838 while (d > 8)
839 d -= 8;
814 840
815 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 845 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 846 * for the rune code.
821 */ 847 */
822 if (caster->type != RUNE && d==0) { 848 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8; 849 {
824 else continue; 850 if (dir != 0)
825 } 851 d = 8;
852 else
853 continue;
854 }
826 855
827 x = op->x+freearr_x[d]; 856 x = op->x + freearr_x[d];
828 y = op->y+freearr_y[d]; 857 y = op->y + freearr_y[d];
829 858
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 859 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 860 continue;
832 861
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 863 continue;
835 864
836 success=1; 865 success = 1;
837 tmp=arch_to_object(spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 867 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 870 tmp->attacktype = spell->attacktype;
844 871
845 /* holy word stuff */ 872 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 874 if (!tailor_god_spell (tmp, op))
848 } 875 return 0;
849 876
850 if(dir) 877 if (dir)
851 tmp->stats.sp=dir; 878 tmp->stats.sp = dir;
852 else 879 else
853 tmp->stats.sp=i; 880 tmp->stats.sp = i;
854 881
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 882 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 883
857 /* If casting it in all directions, it doesn't go as far */ 884 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 885 if (dir == 0)
886 {
859 tmp->range /= 4; 887 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 888 if (tmp->range < 2 && spell->range >= 2)
861 } 889 tmp->range = 2;
890 }
891
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 892 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 893 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 894
865 /* Special bonus for fear attacks */ 895 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 896 if (tmp->attacktype & AT_FEAR)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 897 {
868 else 898 if (caster->type == PLAYER)
899 tmp->duration += fear_bonus[caster->stats.Cha];
900 else
869 tmp->duration += caster->level/3; 901 tmp->duration += caster->level / 3;
870 } 902 }
903
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 904 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 905 {
873 else 906 if (caster->type == PLAYER)
907 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
908 else
874 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
875 } 910 }
876 911
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
880 spell->other_arch->name);
881 914
882 if (!tmp->move_on && tmp->stats.dam) { 915 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 917
918 m->insert (tmp, sx, sy, op);
919
889 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 921 * a single space too many times.
891 */ 922 */
892 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
893 924
894 if(tmp->other_arch) cone_drop(tmp); 925 if (tmp->other_arch)
926 cone_drop (tmp);
895 } 927 }
928
896 return success; 929 return success;
897} 930}
898 931
899/**************************************************************************** 932/****************************************************************************
900 * 933 *
901 * BOMB related code 934 * BOMB related code
902 * 935 *
903 ****************************************************************************/ 936 ****************************************************************************/
904 937
905
906/* This handles an exploding bomb. 938/* This handles an exploding bomb.
907 * op is the original bomb object. 939 * op is the original bomb object.
908 */ 940 */
941void
909void animate_bomb(object *op) { 942animate_bomb (object *op)
910 int i; 943{
911 object *env, *tmp;
912 archetype *at;
913
914 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
915 return; 945 return;
916 946
947 object *env = op->outer_env ();
917 948
918 env = object_get_env_recursive(op);
919
920 if (op->env) { 949 if (op->env)
950 {
921 if (env->map == NULL) 951 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 952 return;
953
954 if (!(op = op->insert_at (env, op)))
955 return;
942 } 956 }
943 957
958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
959 // on a safe map. I don't like this special casing, but it seems to be neccessary
960 // as bombs can be carried.
961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
962 {
963 op->destroy ();
964 return;
965 }
966
944 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 969 * so just set up the appropriate values.
947 */ 970 */
948 at = find_archetype(SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 972 {
950 for(i=1;i<9;i++) { 973 for (int i = 1; i < 9; i++)
974 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 976 continue;
953 tmp = arch_to_object(at); 977
978 object *tmp = arch_to_object (at);
954 tmp->direction = i; 979 tmp->direction = i;
955 tmp->range = op->range; 980 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 982 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 984 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 985 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 986 tmp->skill = op->skill;
962 tmp->skill = add_refcount(op->skill); 987
988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
989 SET_ANIMATION (tmp, i);
990
991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
992 move_bullet (tmp);
993 }
963 } 994 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i);
966 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp);
970 }
971 }
972 995
973 explode_bullet(op); 996 explode_bullet (op);
974} 997}
975 998
999int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1000create_bomb (object *op, object *caster, int dir, object *spell)
977 1001{
978 object *tmp; 1002 object *tmp;
979 int mflags; 1003 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1005 maptile *m;
982 1006
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1008 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1009 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1010 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1011 return 0;
987 } 1012 }
1013
988 tmp=arch_to_object(spell->other_arch); 1014 tmp = arch_to_object (spell->other_arch);
989 1015
990 /* level dependencies for bomb */ 1016 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1017 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1018 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1019 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1020 tmp->attacktype = spell->attacktype;
995 1021
996 set_owner(tmp,op); 1022 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1023 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1024
999 tmp->y=dy; 1025 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1026 return 1;
1002} 1027}
1003 1028
1004/**************************************************************************** 1029/****************************************************************************
1005 * 1030 *
1006 * smite related spell code. 1031 * smite related spell code.
1014 * dir is the direction to look in. 1039 * dir is the direction to look in.
1015 * range is how far out to look. 1040 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1041 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1042 * this info is used for blocked magic/unholy spaces.
1018 */ 1043 */
1019 1044object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1045get_pointed_target (object *op, int dir, int range, int type)
1046{
1021 object *target; 1047 object *target;
1022 sint16 x,y; 1048 sint16 x, y;
1023 int dist, mflags; 1049 int dist, mflags;
1024 mapstruct *mp; 1050 maptile *mp;
1025 1051
1026 if (dir==0) return NULL; 1052 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1053 return NULL;
1048}
1049 1054
1055 for (dist = 1; dist < range; dist++)
1056 {
1057 x = op->x + freearr_x[dir] * dist;
1058 y = op->y + freearr_y[dir] * dist;
1059 mp = op->map;
1060 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1061
1062 if (mflags & P_OUT_OF_MAP)
1063 return NULL;
1064 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1065 return NULL;
1066 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1067 return NULL;
1068 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1069 return NULL;
1070
1071 if (mflags & P_IS_ALIVE)
1072 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1073 if (QUERY_FLAG (target, FLAG_MONSTER))
1074 return target;
1075 }
1076
1077 return NULL;
1078}
1050 1079
1051/* cast_smite_arch() - the priest points to a creature and causes 1080/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1081 * a 'godly curse' to decend.
1053 * usual params - 1082 * usual params -
1054 * op = player 1083 * op = player
1055 * caster = object casting the spell. 1084 * caster = object casting the spell.
1056 * dir = direction being cast 1085 * dir = direction being cast
1057 * spell = spell object 1086 * spell = spell object
1058 */ 1087 */
1059 1088int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1089cast_smite_spell (object *op, object *caster, int dir, object *spell)
1090{
1061 object *effect, *target; 1091 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1092 object *god = find_god (determine_god (op));
1063 int range; 1093 int range;
1064 1094
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1095 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1096 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1097
1068 /* Bunch of conditions for casting this spell. Note that only 1098 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1099 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1100 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very 1101 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1102 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1103 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1104 * can't be friendly to your god.
1075 */ 1105 */
1076 1106
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1107 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1108 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1109 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1110 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1111 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1112 return 0;
1083 } 1113 }
1084 1114
1085 if (spell->other_arch) 1115 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1116 effect = arch_to_object (spell->other_arch);
1087 else 1117 else
1088 return 0; 1118 return 0;
1089 1119
1090 /* tailor the effect by priest level and worshipped God */ 1120 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1121 effect->level = casting_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1122 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1124 {
1094 if(tailor_god_spell(effect,op)) 1125 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1127 else
1128 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1129 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1130 return 0;
1100 } 1131 }
1101 } 1132 }
1102 1133
1103 /* size of the area of destruction */ 1134 /* size of the area of destruction */
1104 effect->range=spell->range + 1135 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1136 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1137
1109 if (effect->attacktype & AT_DEATH) { 1138 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1139 {
1111 SP_level_dam_adjust(caster,spell); 1140 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1141
1113 /* casting death spells at undead isn't a good thing */ 1142 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1143 if (QUERY_FLAG (target, FLAG_UNDEAD))
1144 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1145 if (random_roll (0, 2, op, PREFER_LOW))
1146 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1147 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1148 effect->x = op->x;
1118 effect->y=op->y; 1149 effect->y = op->y;
1119 } else { 1150 }
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1151 else
1121 query_name(target)); 1152 {
1153 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1122 target->stats.hp = target->stats.maxhp*2; 1154 target->stats.hp = target->stats.maxhp * 2;
1123 free_object(effect); 1155 effect->destroy ();
1124 return 0; 1156 return 0;
1157 }
1158 }
1125 } 1159 }
1126 } 1160 else
1127 } else { 1161 {
1128 /* how much woe to inflict :) */ 1162 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1163 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1164 }
1132 1165
1133 set_owner(effect,op); 1166 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1167 set_spell_skill (op, caster, spell, effect);
1135 1168
1136 /* ok, tell it where to be, and insert! */ 1169 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1170 effect->insert_at (target, op);
1138 effect->y=target->y; 1171
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1172 return 1;
1142} 1173}
1143
1144 1174
1145/**************************************************************************** 1175/****************************************************************************
1146 * 1176 *
1147 * MAGIC MISSILE code. 1177 * MAGIC MISSILE code.
1148 * note that the fire_bullet is used to fire the missile. The 1178 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1179 * code here is just to move the missile.
1150 ****************************************************************************/ 1180 ****************************************************************************/
1151 1181
1152/* op is a missile that needs to be moved */ 1182/* op is a missile that needs to be moved */
1183void
1153void move_missile(object *op) { 1184move_missile (object *op)
1154 int i, mflags; 1185{
1155 object *owner;
1156 sint16 new_x, new_y;
1157 mapstruct *m;
1158
1159 if (op->range-- <=0) { 1186 if (op->range-- <= 0)
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 } 1187 {
1188 op->drop_and_destroy ();
1189 return;
1190 }
1164 1191
1165 owner = get_owner(op); 1192 mapxy pos (op);
1166#if 0 1193 pos.move (op->direction);
1167 /* It'd make things nastier if this wasn't here - spells cast by 1194
1168 * monster that are then killed would continue to survive 1195 if (!pos.normalise ())
1169 */
1170 if (owner == NULL) {
1171 remove_ob(op);
1172 free_object(op);
1173 return;
1174 } 1196 {
1175#endif 1197 op->destroy ();
1198 return;
1199 }
1176 1200
1177 new_x = op->x + DIRX(op); 1201 mapspace &ms = pos.ms ();
1178 new_y = op->y + DIRY(op);
1179 1202
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1203 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1181 1204 {
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1184 tag_t tag = op->count;
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1205 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1206 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1207 * we need to remove it if someone hasn't already done so.
1188 */ 1208 */
1189 if ( ! was_destroyed (op, tag)) { 1209 op->destroy ();
1190 remove_ob (op); 1210 return;
1191 free_object(op); 1211 }
1192 } 1212
1193 return; 1213 if (!op->direction)
1194 } 1214 {
1195 1215 op->destroy ();
1196 remove_ob(op); 1216 return;
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1198 free_object(op);
1199 return;
1200 } 1217 }
1201 op->x = new_x; 1218
1202 op->y = new_y; 1219 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1203 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1205 if(i > 0 && i != op->direction){ 1220 if (i > 0 && i != op->direction)
1221 {
1206 op->direction=i; 1222 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1223 SET_ANIMATION (op, op->direction);
1208 } 1224 }
1209 insert_ob_in_map(op,op->map,op,0); 1225
1226 pos.insert (op, op);
1210} 1227}
1211 1228
1212/**************************************************************************** 1229/****************************************************************************
1213 * Destruction 1230 * Destruction
1214 ****************************************************************************/ 1231 ****************************************************************************/
1232
1215/* make_object_glow() - currently only makes living objects glow. 1233/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1234 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1235 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1236 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1237 * give them the capability to have an inventory. b.t.
1220 */ 1238 */
1221 1239int
1222int make_object_glow(object *op, int radius, int time) { 1240make_object_glow (object *op, int radius, int time)
1223 object *tmp; 1241{
1224
1225 /* some things are unaffected... */ 1242 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1243 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1244 return 0;
1228 1245
1229 tmp=get_archetype(FORCE_NAME); 1246 object *tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1247 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1248 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1249 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1250 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1251 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1252 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1253
1237 tmp->x=op->x;
1238 tmp->y=op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1254 tmp = insert_ob_in_ob (tmp, op);
1255
1241 if (tmp->glow_radius > op->glow_radius) 1256 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1257 op->glow_radius = tmp->glow_radius;
1243 1258
1244 if(!tmp->env||op!=tmp->env) {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1246 op->name);
1247 return 0;
1248 }
1249 return 1; 1259 return 1;
1250} 1260}
1251 1261
1252 1262int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1263cast_destruction (object *op, object *caster, object *spell_ob)
1264{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1265 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1266 sint16 sx, sy;
1258 mapstruct *m; 1267 maptile *m;
1259 object *tmp; 1268 object *tmp;
1260 const char *skill; 1269 const char *skill;
1261 1270
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1271 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1272 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1273 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1274 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1275 friendly = 1;
1266 1276
1267 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1279 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through 1280 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1281 * the full share string/free_string route.
1272 */ 1282 */
1273 skill = op->skill; 1283 skill = op->skill;
1284 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1286 else if (caster->skill)
1287 op->skill = caster->skill;
1288 else
1276 else op->skill = NULL; 1289 op->skill = NULL;
1277 1290
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1279 1292
1280 for(i= -range; i<range; i++) { 1293 for (i = -range; i <= range; i++)
1294 {
1281 for(j=-range; j<range ; j++) { 1295 for (j = -range; j <= range; j++)
1296 {
1282 m = op->map; 1297 m = op->map;
1283 sx = op->x + i; 1298 sx = op->x + i;
1284 sy = op->y + j; 1299 sy = op->y + j;
1300
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1301 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1302 if (mflags & P_OUT_OF_MAP)
1303 continue;
1304
1287 if (mflags & P_IS_ALIVE) { 1305 if (mflags & P_IS_ALIVE)
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1306 {
1307 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1308 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1290 } 1309 break;
1291 if (tmp) {
1292 if (tmp->head) tmp=tmp->head;
1293 1310
1311 if (tmp)
1312 {
1313 if (tmp->head)
1314 tmp = tmp->head;
1315
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1316 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1318 {
1319 if (spell_ob->subtype == SP_DESTRUCTION)
1320 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1322
1299 tmp = arch_to_object(spell_ob->other_arch); 1323 if (spell_ob->other_arch)
1300 tmp->x = sx; 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1301 tmp->y = sy; 1325 }
1302 insert_ob_in_map(tmp, m, op, 0); 1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 } 1327 {
1304 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1306 tmp->resist[ATNR_MAGIC]!=100) {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1328 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1309 effect->x = sx; 1330 }
1310 effect->y = sy; 1331 }
1311 insert_ob_in_map(effect, m, op, 0); 1332 }
1312 } 1333 }
1313 } 1334 }
1314 }
1315 }
1316 } 1335 }
1317 } 1336
1318 }
1319 op->skill = skill; 1337 op->skill = skill;
1320 return 1; 1338 return 1;
1321} 1339}
1322 1340
1323/*************************************************************************** 1341/***************************************************************************
1324 * 1342 *
1325 * CURSE 1343 * CURSE
1326 * 1344 *
1327 ***************************************************************************/ 1345 ***************************************************************************/
1328 1346
1347int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1349{
1330 object *god = find_god(determine_god(op)); 1350 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1351 object *tmp, *force;
1332 1352
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1353 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1354 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 } 1355 {
1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1357 return 0;
1358 }
1340 1359
1360 tmp = tmp->head_ ();
1361
1341 /* If we've already got a force of this type, don't add a new one. */ 1362 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1363 for (force = tmp->inv; force; force = force->below)
1364 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1366 {
1344 if (force->name == spell_ob->name) { 1367 if (force->name == spell_ob->name)
1345 break; 1368 {
1346 } 1369 break;
1370 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1371 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1372 {
1349 "You can not cast %s while %s is in effect", 1373 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1350 spell_ob->name, force->name_pl); 1374 return 0;
1351 return 0; 1375 }
1376 }
1352 } 1377 }
1353 } 1378
1379 if (!force)
1354 } 1380 {
1355
1356 if(force==NULL) {
1357 force=get_archetype(FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name); 1383
1360 if (spell_ob->race) 1384 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1385 force->name = spell_ob->race;
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else { 1386 else
1387 force->name = spell_ob->name;
1388
1389 force->name_pl = spell_ob->name;
1390
1391 }
1392 else
1393 {
1368 int duration; 1394 int duration;
1369 1395
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1396 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1397 if (duration > force->duration)
1398 {
1372 force->duration = duration; 1399 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1400 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1374 } else { 1401 }
1402 else
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1404
1377 return 1; 1405 return 1;
1378 } 1406 }
1407
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1408 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1409 force->speed = 1.f;
1381 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1383 1412
1384 if(god) { 1413 if (god)
1414 {
1385 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1416 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1417 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1418 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1419 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1390 "You are a victim of %s's curse!",god->name); 1420 }
1391 } else 1421 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1422 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1423
1394 1424
1395 if(tmp!=op && op->type==PLAYER) 1425 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1427
1398 force->stats.ac = spell_ob->stats.ac; 1428 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1400 1430
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1432 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1433 tmp->update_stats ();
1404 return 1; 1434 return 1;
1405 1435
1406} 1436}
1407
1408 1437
1409/********************************************************************** 1438/**********************************************************************
1410 * mood change 1439 * mood change
1411 * Arguably, this may or may not be an attack spell. But since it 1440 * Arguably, this may or may not be an attack spell. But since it
1412 * effects monsters, it seems best to put it into this file 1441 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1442 ***********************************************************************/
1414 1443
1415/* This covers the various spells that change the moods of monsters - 1444/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1445 * makes them angry, peacful, friendly, etc.
1417 */ 1446 */
1447int
1418int mood_change(object *op, object *caster, object *spell) { 1448mood_change (object *op, object *caster, object *spell)
1449{
1419 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1452 sint16 x, y, nx, ny;
1422 mapstruct *m; 1453 maptile *m;
1423 const char *race; 1454 const char *race;
1424 1455
1425 /* We precompute some values here so that we don't have to keep 1456 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1457 * doing it over and over again.
1427 */ 1458 */
1428 god=find_god(determine_god(op)); 1459 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1460 level = casting_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1461 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1462
1432 /* On the bright side, no monster should ever have a race of GOD_... 1463 /* On the bright side, no monster should ever have a race of GOD_...
1433 * so even if the player doesn't worship a god, if race=GOD_.., it 1464 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1465 * won't ever match anything.
1435 */ 1466 */
1436 if (!spell->race) race=NULL; 1467 if (!spell->race)
1468 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1469 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1470 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1471 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1472 race = god->race;
1473 else
1439 else race = spell->race; 1474 race = spell->race;
1440
1441 1475
1442 for (x = op->x - range; x <= op->x + range; x++) 1476 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1477 for (y = op->y - range; y <= op->y + range; y++)
1444 1478 {
1445 done_one=0; 1479 done_one = 0;
1446 m = op->map; 1480 m = op->map;
1447 nx = x; 1481 nx = x;
1448 ny = y; 1482 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1483 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1484 if (mflags & P_OUT_OF_MAP)
1485 continue;
1451 1486
1452 /* If there is nothing living on this space, no need to go further */ 1487 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1488 if (!(mflags & P_IS_ALIVE))
1489 continue;
1454 1490
1491 // players can only affect spaces that they can actually see
1492 if (caster && caster->contr
1493 && caster->contr->visibility_at (m, nx, ny) < 70)
1494 continue;
1495
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1496 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1497 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1498 break;
1457 1499
1458 /* There can be living objects that are not monsters */ 1500 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1501 if (!tmp || tmp->type == PLAYER)
1502 continue;
1460 1503
1461 /* Only the head has meaningful data, so resolve to that */ 1504 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1505 if (tmp->head)
1463 else head=tmp; 1506 head = tmp->head;
1507 else
1508 head = tmp;
1464 1509
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1510 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1511 if (race && head->race && !strstr (race, head->race))
1512 continue;
1513
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1514 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1515 continue;
1468 1516
1469 /* Now do a bunch of stuff related to saving throws */ 1517 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1518 best_at = -1;
1471 if (spell->attacktype) { 1519 if (spell->attacktype)
1520 {
1472 for (at=0; at < NROFATTACKS; at++) 1521 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1522 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1523 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1524 best_at = at;
1475 1525
1476 if (best_at == -1) at=0; 1526 if (best_at == -1)
1527 at = 0;
1477 else { 1528 else
1529 {
1478 if (head->resist[best_at] == 100) continue; 1530 if (head->resist[best_at] == 100)
1479 else at = head->resist[best_at] / 5; 1531 continue;
1480 } 1532 else
1533 at = head->resist[best_at] / 5;
1534 }
1481 at -= level / 5; 1535 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1536 if (did_make_save (head, head->level, at))
1483 } 1537 continue;
1538 }
1484 else /* spell->attacktype */ 1539 else /* spell->attacktype */
1540 {
1485 /* 1541 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1542 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1543 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1544 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1545
1490 The chance will then be in the range [20-70] percent, not too bad. 1546 The chance will then be in the range [20-70] percent, not too bad.
1491 1547
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1548 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1549 charm a level 125 monster...
1494 1550
1495 Ryo, august 14th 1551 Ryo, august 14th
1496 */ 1552 */
1497 {
1498 if ( head->level > level ) continue; 1553 if (head->level > level)
1554 continue;
1555
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1556 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1557 /* Failed, no effect */
1501 continue; 1558 continue;
1502 } 1559 }
1503 1560
1504 /* Done with saving throw. Now start effecting the monster */ 1561 /* Done with saving throw. Now start affecting the monster */
1505 1562
1506 /* aggravation */ 1563 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1564 if (QUERY_FLAG (spell, FLAG_MONSTER))
1565 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1566 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1567 remove_friendly_object (head);
1568 done_one = 1;
1569 head->enemy = op;
1570 }
1511 1571
1512 done_one = 1;
1513 head->enemy = op;
1514 }
1515
1516 /* calm monsters */ 1572 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1573 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1574 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1575 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1576 head->enemy = NULL;
1520 done_one = 1; 1577 done_one = 1;
1521 } 1578 }
1522 1579
1523 /* berserk monsters */ 1580 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1581 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1582 {
1525 SET_FLAG(head, FLAG_BERSERK); 1583 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1584 done_one = 1;
1527 } 1585 }
1586
1528 /* charm */ 1587 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1588 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1530 SET_FLAG(head, FLAG_FRIENDLY); 1589 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1592 /* Prevent uncontrolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1593 Typical use case is charm, go somwhere, use aggravation to make hostile.
1533 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1594 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1595 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1596 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1597 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1598 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1599 head->attack_movement = PETMOVE;
1539 done_one = 1; 1600 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1601 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1602 head->stats.exp = 0;
1542 } 1603 }
1543 1604
1544 /* If a monster was effected, put an effect in */ 1605 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1606 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1607 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1608 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1609
1553 return 1; 1610 return 1;
1554} 1611}
1555 1612
1556 1613
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1614/* Move_ball_spell: This handles ball type spells that just sort of wander
1558 * about. was called move_ball_lightning, but since more than the ball 1615 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1616 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1617 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1618 * note that duration is handled by process_object() in time.c
1562 */ 1619 */
1563 1620void
1564void move_ball_spell(object *op) { 1621move_ball_spell (object *op)
1622{
1565 int i,j,dam_save,dir, mflags; 1623 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1624 sint16 nx, ny, hx, hy;
1567 object *owner; 1625 object *owner;
1568 mapstruct *m; 1626 maptile *m;
1569 1627
1570 owner = get_owner(op); 1628 owner = op->owner;
1571 1629
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1630 /* the following logic makes sure that the ball doesn't move into a wall,
1573 * and makes sure that it will move along a wall to try and get at it's 1631 * and makes sure that it will move along a wall to try and get at it's
1574 * victim. The block immediately below more or less chooses a random 1632 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1633 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1634 * deviations.
1577 */ 1635 */
1578 1636
1579 dir = 0; 1637 dir = 0;
1580 if(!(rndm(0, 3))) 1638 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1639 j = rndm (0, 1);
1582 else j=0; 1640 else
1641 j = 0;
1583 1642
1584 for(i = 1; i < 9; i++) { 1643 for (i = 1; i < 9; i++)
1644 {
1585 /* i bit 0: alters sign of offset 1645 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1646 * other bits (i / 2): absolute value of offset
1587 */ 1647 */
1588 1648
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1649 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1650 int tmpdir = absdir (op->direction + offset);
1591 1651
1592 nx = op->x + freearr_x[tmpdir]; 1652 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1653 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1654 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1655 {
1596 dir = tmpdir; 1656 dir = tmpdir;
1597 break; 1657 break;
1598 } 1658 }
1599 } 1659 }
1600 if (dir == 0) { 1660 if (dir == 0)
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 } 1661 {
1662 nx = op->x;
1663 ny = op->y;
1664 m = op->map;
1665 }
1605 1666
1606 remove_ob(op); 1667 m->insert (op, nx, ny, op);
1607 op->y=ny; 1668
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1669 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1670 surrounding squares */
1613 1671
1614 /* loop over current square and neighbors to hit. 1672 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1673 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1674 * the surround spaces.
1617 */ 1675 */
1618 for(j=0;j<9;j++) { 1676 for (j = 0; j < 9; j++)
1619 object *new_ob; 1677 {
1620
1621 hx = nx+freearr_x[j]; 1678 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1679 hy = ny + freearr_y[j];
1623 1680
1624 m = op->map; 1681 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1682 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1683
1627 if (mflags & P_OUT_OF_MAP) continue; 1684 if (mflags & P_OUT_OF_MAP)
1685 continue;
1628 1686
1629 /* first, don't ever, ever hit the owner. Don't hit out 1687 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1688 * of the map either.
1631 */ 1689 */
1632 1690
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1691 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1634 if(j) op->stats.dam = dam_save/2; 1692 {
1693 if (j)
1694 op->stats.dam = dam_save / 2;
1695
1635 hit_map(op,j,op->attacktype,1); 1696 hit_map (op, j, op->attacktype, 1);
1697 }
1636 1698
1637 }
1638
1639 /* insert the other arch */ 1699 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1700 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1641 new_ob = arch_to_object(op->other_arch); 1701 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1702 }
1647 1703
1648 /* restore to the center location and damage*/ 1704 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1705 op->stats.dam = dam_save;
1650 1706
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1707 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1708
1653 if(i>=0) { /* we have a preferred direction! */ 1709 if (i >= 0)
1710 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1711 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1712 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1656 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1713 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1714 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1715
1659 op->direction=i; 1716 op->direction = i;
1660 } 1717 }
1661} 1718}
1662 1719
1663
1664/* move_swarm_spell: peterm 1720/* move_swarm_spell: peterm
1665 * This is an implementation of the swarm spell. It was written for 1721 * This is an implementation of the swarm spell. It was written for
1666 * meteor swarm, but it could be used for any swarm. A swarm spell 1722 * meteor swarm, but it could be used for any swarm. A swarm spell
1667 * is a special type of object that casts swarms of other types 1723 * is a special type of object that casts swarms of other types
1668 * of spells. Which spell it casts is flexible. It fires the spells 1724 * of spells. Which spell it casts is flexible. It fires the spells
1669 * from a set of squares surrounding the caster, in a given direction. 1725 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1726 */
1671 1727void
1672void move_swarm_spell(object *op) 1728move_swarm_spell (object *op)
1673{ 1729{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1730#if 0
1696 // this is bogus: it causes wrong places to be checked below 1731 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1697 // (a wall 2 cells away will block the effect...) and 1732 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1733 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1734 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1735 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1736#endif
1737 object *owner = op->env;
1743 1738
1739 if (!owner) // MUST not happen, remove when true TODO
1740 {
1741 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1742 op->destroy ();
1743 return;
1744 }
1745
1746 if (!op->duration || !owner->is_on_map ())
1747 {
1748 op->drop_and_destroy ();
1749 return;
1750 }
1751
1752 op->duration--;
1753
1754 int basedir = op->direction;
1755 if (!basedir)
1756 {
1757 /* spray in all directions! 8) */
1758 op->facing = (op->facing + op->state) & 7;
1759 basedir = op->facing + 1;
1760 }
1761
1762#if 0
1763 // this is bogus: it causes wrong places to be checked below
1764 // (a wall 2 cells away will block the effect...) and
1765 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1766 // space.
1767 // should be fixed later, but correctness before features...
1768 // (schmorp)
1769
1770 /* new offset calculation to make swarm element distribution
1771 * more uniform
1772 */
1773 if (op->duration)
1774 {
1775 if (basedir & 1)
1776 {
1777 adjustdir = cardinal_adjust[rndm (0, 8)];
1778 }
1779 else
1780 {
1781 adjustdir = diagonal_adjust[rndm (0, 9)];
1782 }
1783 }
1784 else
1785 {
1786 adjustdir = 0; /* fire the last one from forward. */
1787 }
1788
1789 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1790 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1791
1792 /* back up one space so we can hit point-blank targets, but this
1793 * necessitates extra out_of_map check below
1794 */
1795 origin_x = target_x - freearr_x[basedir];
1796 origin_y = target_y - freearr_y[basedir];
1797
1798
1744 /* spell pointer is set up for the spell this casts. Since this 1799 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1800 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1801 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1802 * do some sanity checking anyways.
1748 */ 1803 */
1804
1805 if (op->spell && op->spell->type == SPELL &&
1806 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1807 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1749 1808 {
1809
1810 /* Bullet spells have a bunch more customization that needs to be done */
1811 if (op->spell->subtype == SP_BULLET)
1812 fire_bullet (owner, op, basedir, op->spell);
1813 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1814 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1815 }
1816#endif
1817
1818 /* spell pointer is set up for the spell this casts. Since this
1819 * should just be a pointer to the spell in some inventory,
1820 * it is unlikely to disappear by the time we need it. However,
1821 * do some sanity checking anyways.
1822 */
1823
1750 if (op->spell && op->spell->type == SPELL) 1824 if (op->spell && op->spell->type == SPELL)
1751 { 1825 {
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1826 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1827 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1828 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1829 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1830 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1757 } 1831 }
1758} 1832}
1759
1760
1761
1762 1833
1763/* fire_swarm: 1834/* fire_swarm:
1764 * The following routine creates a swarm of objects. It actually 1835 * The following routine creates a swarm of objects. It actually
1765 * sets up a specific swarm object, which then fires off all 1836 * sets up a specific swarm object, which then fires off all
1766 * the parts of the swarm. 1837 * the parts of the swarm.
1769 * caster: the caster (owner, wand, rod, scroll) 1840 * caster: the caster (owner, wand, rod, scroll)
1770 * dir: the direction everything will be fired in 1841 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1842 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1843 * n: the number to be fired.
1773 */ 1844 */
1774 1845int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1846fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1847{
1777 object *tmp;
1778 int i;
1779
1780 if (!spell->other_arch) return 0; 1848 if (!spell->other_arch)
1849 return 0;
1781 1850
1782 tmp=get_archetype(SWARM_SPELL); 1851 object *tmp = archetype::get (SWARM_SPELL);
1783 tmp->x=op->x; 1852
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1786 set_spell_skill(op, caster, spell, tmp); 1853 set_spell_skill (op, caster, spell, tmp);
1787
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1854 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1855 tmp->spell = spell->other_arch->instance ();
1790
1791 tmp->attacktype = tmp->spell->attacktype; 1856 tmp->attacktype = tmp->spell->attacktype;
1792 1857
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1858 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1859 if (!tailor_god_spell (tmp, op))
1795 return 1; 1860 return 1;
1796 } 1861
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1862 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1863 for (int i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1864 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1865
1801 tmp->direction=dir;
1802 tmp->invisible=1; 1866 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1867 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1868 tmp->direction = dir;
1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1871
1872 op->insert (tmp);
1873
1804 return 1; 1874 return 1;
1805} 1875}
1806
1807 1876
1808/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1809 * function. 1878 * function.
1810 */ 1879 */
1880int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1881cast_light (object *op, object *caster, object *spell, int dir)
1882{
1812 object *target=NULL,*tmp=NULL; 1883 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1884 sint16 x, y;
1814 int dam, mflags; 1885 int dam, mflags;
1815 mapstruct *m; 1886 maptile *m;
1816 1887
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1889
1819 if(!dir) { 1890 if (!dir)
1891 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 1893 return 0;
1822 } 1894 }
1823 1895
1824 x=op->x+freearr_x[dir]; 1896 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1897 y = op->y + freearr_y[dir];
1826 m = op->map; 1898 m = op->map;
1827 1899
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1900 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1901
1830 if (mflags & P_OUT_OF_MAP) { 1902 if (mflags & P_OUT_OF_MAP)
1903 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1905 return 0;
1833 } 1906 }
1834 1907
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1909 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head; 1914 if (target->head)
1915 target = target->head;
1916
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1917 hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1918 return 1; /* one success only! */
1919 }
1842 } 1920 }
1843 }
1844 1921
1845 /* no live target, perhaps a wall is in the way? */ 1922 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1923 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1924 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1925 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1926 return 0;
1849 } 1927 }
1850 1928
1851 /* ok, looks groovy to just insert a new light on the map */ 1929 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 1930 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1931 if (!tmp)
1932 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1933 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1934 return 0;
1856 } 1935 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 1937 if (tmp->glow_radius)
1938 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1939 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1940 if (tmp->glow_radius > MAX_LIGHT_RADII)
1941 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 1942 }
1862 tmp->x=x; 1943
1863 tmp->y=y; 1944 m->insert (tmp, x, y, op);
1864 insert_ob_in_map(tmp,m,op,0);
1865 return 1; 1945 return 1;
1866} 1946}
1867
1868
1869
1870 1947
1871/* cast_cause_disease: this spell looks along <dir> from the 1948/* cast_cause_disease: this spell looks along <dir> from the
1872 * player and infects someone. 1949 * player and infects someone.
1873 * op is the player/monster, caster is the object, dir is the direction 1950 * op is the player/monster, caster is the object, dir is the direction
1874 * to cast, disease_arch is the specific disease, and type is the spell number 1951 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 1952 * perhaps this should actually be in disease.c?
1876 */ 1953 */
1877 1954int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1955cast_cause_disease (object *op, object *caster, object *spell, int dir)
1956{
1879 sint16 x,y; 1957 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1958 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1959 object *walk;
1882 mapstruct *m; 1960 maptile *m;
1883 1961
1884 x = op->x; 1962 x = op->x;
1885 y = op->y; 1963 y = op->y;
1886 1964
1887 /* If casting from a scroll, no direction will be available, so refer to the 1965 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 1966 * direction the player is pointing.
1889 */ 1967 */
1968 if (!dir)
1890 if (!dir) dir=op->facing; 1969 dir = op->facing;
1970
1971 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1972 return 0; /* won't find anything if casting on ourself, so just return */
1892 1973
1893 /* Calculate these once here */ 1974 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 1975 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 1976 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 1977 dur_mod = SP_level_duration_adjust (caster, spell);
1897 1978
1898 /* search in a line for a victim */ 1979 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 1980 for (i = 1; i < range; i++)
1981 {
1900 x = op->x + i * freearr_x[dir]; 1982 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 1983 y = op->y + i * freearr_y[dir];
1902 m = op->map; 1984 m = op->map;
1903 1985
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 1986 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 1987
1906 if (mflags & P_OUT_OF_MAP) return 0; 1988 if (mflags & P_OUT_OF_MAP)
1989 return 0;
1907 1990
1908 /* don't go through walls - presume diseases are airborne */ 1991 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1992 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1993 return 0;
1910 1994
1911 /* Only bother looking on this space if there is something living here */ 1995 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 1996 if (mflags & P_IS_ALIVE)
1997 {
1913 /* search this square for a victim */ 1998 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1999 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2000 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2001 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 2002 object *disease = arch_to_object (spell->other_arch);
1917 2003
1918 set_owner(disease,op); 2004 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2005 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2006 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2007 disease->level = casting_level (caster, spell);
1922 2008
1923 /* do level adjustments */ 2009 /* do level adjustments */
1924 if(disease->stats.wc) 2010 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2011 disease->stats.wc += dur_mod / 2;
1926 2012
1927 if(disease->magic> 0) 2013 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2014 disease->magic += dur_mod / 8;
1929 2015
1930 if(disease->stats.maxhp>0) 2016 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2017 disease->stats.maxhp += dur_mod;
1932 2018
1933 if(disease->stats.maxgrace>0) 2019 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2020 disease->stats.maxgrace += dur_mod;
1935 2021
1936 if(disease->stats.dam) { 2022 if (disease->stats.dam)
1937 if(disease->stats.dam > 0) 2023 {
1938 disease->stats.dam += dam_mod; 2024 if (disease->stats.dam > 0)
1939 else disease->stats.dam -= dam_mod; 2025 disease->stats.dam += dam_mod;
1940 } 2026 else
2027 disease->stats.dam -= dam_mod;
2028 }
1941 2029
1942 if(disease->last_sp) { 2030 if (disease->last_sp)
1943 disease->last_sp -= 2*dam_mod; 2031 {
1944 if(disease->last_sp <1) disease->last_sp = 1; 2032 disease->last_sp -= 2 * dam_mod;
1945 } 2033 if (disease->last_sp < 1)
2034 disease->last_sp = 1;
2035 }
1946 2036
1947 if(disease->stats.maxsp) { 2037 if (disease->stats.maxsp)
1948 if(disease->stats.maxsp > 0) 2038 {
1949 disease->stats.maxsp += dam_mod; 2039 if (disease->stats.maxsp > 0)
1950 else disease->stats.maxsp -= dam_mod; 2040 disease->stats.maxsp += dam_mod;
1951 } 2041 else
1952 2042 disease->stats.maxsp -= dam_mod;
2043 }
2044
1953 if(disease->stats.ac) 2045 if (disease->stats.ac)
1954 disease->stats.ac += dam_mod; 2046 disease->stats.ac += dam_mod;
1955 2047
1956 if(disease->last_eat) 2048 if (disease->last_eat)
1957 disease->last_eat -= dam_mod; 2049 disease->last_eat -= dam_mod;
1958 2050
1959 if(disease->stats.hp) 2051 if (disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2052 disease->stats.hp -= dam_mod;
1961 2053
1962 if(disease->stats.sp) 2054 if (disease->stats.sp)
1963 disease->stats.sp -= dam_mod; 2055 disease->stats.sp -= dam_mod;
1964 2056
1965 if(infect_object(walk,disease,1)) { 2057 if (infect_object (walk, disease, 1))
1966 object *flash; /* visual effect for inflicting disease */ 2058 {
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2059 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1969 2060
1970 free_object(disease); /* don't need this one anymore */ 2061 disease->destroy (); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC); 2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1972 flash->x = x; 2063 return 1;
1973 flash->y = y; 2064 }
1974 flash->map = walk->map; 2065
1975 insert_ob_in_map(flash,walk->map,op,0); 2066 disease->destroy ();
1976 return 1; 2067 }
1977 } 2068 } /* if living creature */
1978 free_object(disease); 2069 } /* for range of spaces */
1979 } 2070
1980 } /* if living creature */
1981 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2071 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2072 return 1;
1984} 2073}

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