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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.4 by elmex, Tue Aug 15 17:35:51 2006 UTC vs.
Revision 1.68 by elmex, Mon Oct 6 08:46:33 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 1.4 2006/08/15 17:35:51 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
104/*************************************************************************** 103/***************************************************************************
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 134 return;
135 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 141
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165 161void
166void move_bolt(object *op) { 162move_bolt (object *op)
167 object *tmp; 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 mapstruct *m; 166 maptile *m;
171 167
172 if(--(op->duration)<0) { 168 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 169 {
170 op->drop_and_destroy ();
171 return;
172 }
173
177 hit_map(op,0,op->attacktype,1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
179 if(!op->direction) 176 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 177 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 178
250 /* New forking code. Possibly create forks of this object 179 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 180 op->range = 0;
261 } /* copy object and move it along */ 181 else
262 } /* if move bolt along */ 182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
189 return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
199 return;
200
201 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling
204 * on the diagonal, it is trickier - eg, a bolt travelling
205 * northwest bounces different if it hits a north/south
206 * wall (bounces to northeast) vs an east/west (bounces
207 * to the southwest.
208 */
209 if (op->direction & 1)
210 op->direction = absdir (op->direction + 4);
211 else
212 {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 if (left == right)
231 op->direction = absdir (op->direction + 4);
232 else if (left)
233 op->direction = absdir (op->direction + 2);
234 else if (right)
235 op->direction = absdir (op->direction - 2);
236 }
237
238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else
242 { /* Create a copy of this object and put it ahead */
243 object *tmp = op->clone ();
244
245 m->insert (tmp, x, y, op);
246 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
255
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0;
260 } /* copy object and move it along */
261 } /* if move bolt along */
263} 262}
264 263
265/* fire_bolt 264/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 268 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
271 * pointers. 270 * pointers.
272 */ 271 */
273 272int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
275 object *tmp=NULL; 275 object *tmp = NULL;
276 int mflags; 276 int mflags;
277 277
278 if (!spob->other_arch) 278 if (!spob->other_arch)
279 return 0; 279 return 0;
280 280
281 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 282 if (tmp == NULL)
283 return 0; 283 return 0;
284 284
285 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 288
289 if (spob->slaying)
290 tmp->slaying = spob->slaying;
291
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
293 296
294 tmp->direction=dir; 297 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
297 300
298 set_owner(tmp,op); 301 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
300 303
301 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 306 tmp->map = op->map;
304 307
308 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 311 {
312 tmp->drop_and_destroy ();
313 return 0;
314 }
315
316 tmp->map = newmap;
317
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 321 {
322 tmp->drop_and_destroy ();
313 return 0; 323 return 0;
314 } 324 }
315 tmp->x=op->x; 325
316 tmp->y=op->y; 326 tmp->x = op->x;
327 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 329 tmp->map = op->map;
319 } 330 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 333 move_bolt (tmp);
334
322 return 1; 335 return 1;
323} 336}
324
325
326 337
327/*************************************************************************** 338/***************************************************************************
328 * 339 *
329 * BULLET/BALL CODE 340 * BULLET/BALL CODE
330 * 341 *
331 ***************************************************************************/ 342 ***************************************************************************/
332 343
333/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 346 * At least that is what I think this does.
336 */ 347 */
348void
337void explosion(object *op) { 349explosion (object *op)
338 object *tmp; 350{
339 mapstruct *m=op->map; 351 maptile *m = op->map;
340 int i; 352 int i;
341 353
342 if(--(op->duration)<0) { 354 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 355 {
356 op->destroy ();
357 return;
358 }
359
347 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
348 361
349 if(op->range>0) { 362 if (op->range > 0)
350 for(i=1;i<9;i++) { 363 {
364 for (i = 1; i < 9; i++)
365 {
351 sint16 dx,dy; 366 sint16 dx, dy;
352 367
353 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
355 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 372 * out of map, etc.
357 */ 373 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 375 {
360 copy_object(op,tmp); 376 object *tmp = op->clone ();
361 tmp->state=0; 377
362 tmp->speed_left= -0.21; 378 tmp->state = 0;
363 tmp->range--; 379 tmp->speed_left = -0.21f;
364 tmp->value=0; 380 tmp->range--;
365 tmp->x=dx; 381 tmp->value = 0;
366 tmp->y=dy; 382
367 insert_ob_in_map(tmp,m,op,0); 383 m->insert (tmp, dx, dy, op);
384 }
385 }
368 } 386 }
369 }
370 }
371} 387}
372
373 388
374/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
376 * explode. 391 * explode.
377 */ 392 */
393void
378void explode_bullet(object *op) 394explode_bullet (object *op)
379{ 395{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 396 object *tmp, *owner;
382 397
383 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 401 op->destroy ();
386 free_object (op); 402 return;
387 return;
388 } 403 }
389 404
390 if (op->env) { 405 if (op->env)
391 object *env; 406 {
407 object *env = op->outer_env ();
392 408
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 412 op->destroy ();
397 free_object (op);
398 return; 413 return;
399 } 414 }
400 remove_ob (op); 415
401 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 417 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 418 else if (out_of_map (op->map, op->x, op->y))
419 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 421 op->destroy ();
407 free_object (op); 422 return;
408 return;
409 } 423 }
410 424
411 // 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
412 // 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
413 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
414 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)
415 { 429 {
416 remove_ob (op); 430 op->destroy ();
417 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 ())
418 return; 439 return;
419 } 440 }
420 441
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
429 444
430 copy_owner (tmp, op); 445 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 447
434 owner = get_owner(op); 448 owner = op->owner;
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
436 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 454 {
441 tmp->x = op->x; 455 op->destroy ();
442 tmp->y = op->y; 456 return;
457 }
443 458
444 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
446 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 463 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 465 tmp->duration = op->duration;
450 } else { 466 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
452 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
456 /* 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 -
457 * the count of the parent should work fine. 477 * the count of the parent should work fine.
458 */ 478 */
459 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
460 } 480 }
461 481
462 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
465 485
466 /* Prevent recursion */ 486 /* Prevent recursion */
467 op->move_on = 0; 487 op->move_on = 0;
468 488
469 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
470 /* remove the firebullet */ 492 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 494}
476
477
478 495
479/* 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
480 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
481 */ 498 */
482 499void
483void check_bullet(object *op) 500check_bullet (object *op)
484{ 501{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 502 object *tmp;
487 int dam, mflags; 503 int dam, mflags;
488 mapstruct *m; 504 maptile *m;
489 sint16 sx, sy; 505 sint16 sx, sy;
490 506
491 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);
492 508
493 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)))
494 return; 510 return;
495 511
496 if (op->other_arch) { 512 if (op->other_arch)
513 {
497 /* explode object will also remove op */ 514 /* explode object will also remove op */
498 explode_bullet (op); 515 explode_bullet (op);
499 return; 516 return;
500 } 517 }
501 518
502 /* 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 */
503 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
504 522
505 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)
506 { 524 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 526 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
511 || (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)
512 { 531 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 533 {
515 free_object(op); 534 op->destroy ();
516 return; 535 return;
517 } 536 }
518 } 537 }
519 } 538 }
520 } 539 }
521} 540}
522
523 541
524/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 543 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
528 */ 546 */
529 547void
530void move_bullet(object *op) 548move_bullet (object *op)
531{ 549{
532 sint16 new_x, new_y; 550 sint16 new_x, new_y;
533 int mflags; 551 int mflags;
534 mapstruct *m; 552 maptile *m;
535 553
536#if 0 554#if 0
537 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
538 556
539 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 559 if (op->stats.sp == SP_METEOR)
560 {
542 replace_insert_ob_in_map("fire_trail",op); 561 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
544 return; 563 return;
545 } /* end addition. */ 564 } /* end addition. */
546#endif 565#endif
547 566
548 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 568 if (--op->range <= 0)
569 {
550 if (op->other_arch) { 570 if (op->other_arch)
551 explode_bullet (op); 571 explode_bullet (op);
552 } else { 572 else
553 remove_ob (op); 573 op->destroy ();
554 free_object (op); 574
555 }
556 return; 575 return;
557 } 576 }
558 577
559 new_x = op->x + DIRX(op); 578 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 579 new_y = op->y + DIRY (op);
561 m = op->map; 580 m = op->map;
562 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);
563 582
564 if (mflags & P_OUT_OF_MAP) { 583 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 584 {
566 free_object (op); 585 op->destroy ();
567 return; 586 return;
568 } 587 }
569 588
570 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 {
571 if (op->other_arch) { 591 if (op->other_arch)
572 explode_bullet (op); 592 explode_bullet (op);
573 } else { 593 else
574 remove_ob (op); 594 op->destroy ();
575 free_object (op); 595
576 }
577 return; 596 return;
578 } 597 }
579 598
580 remove_ob (op); 599 if (!(op = m->insert (op, new_x, new_y, op)))
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return; 600 return;
585 601
586 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
587 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 605 update_turn_face (op);
589 } else { 606 }
607 else
590 check_bullet (op); 608 check_bullet (op);
591 }
592} 609}
593
594
595
596 610
597/* fire_bullet 611/* fire_bullet
598 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
601 * spob->attacktype. 615 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
603 * pointers. 617 * pointers.
604 */ 618 */
605 619int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
607 object *tmp=NULL; 622 object *tmp = NULL;
608 int mflags; 623 int mflags;
609 624
610 if (!spob->other_arch) 625 if (!spob->other_arch)
611 return 0; 626 return 0;
612 627
613 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
614 if(tmp==NULL) 629 if (!tmp)
615 return 0; 630 return 0;
616 631
617 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
618 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);
619 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 635 if (spob->slaying)
636 tmp->slaying = spob->slaying;
621 637
622 tmp->range = 50; 638 tmp->range = 50;
623 639
624 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 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);
628 644
629 tmp->direction=dir; 645 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
632 648
633 set_owner(tmp,op); 649 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
635 651
636 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 654 tmp->map = op->map;
639 655
656 maptile *newmap;
640 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);
641 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 659 {
660 tmp->destroy ();
661 return 0;
662 }
663
664 tmp->map = newmap;
665
645 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 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 669 {
670 tmp->destroy ();
648 return 0; 671 return 0;
649 } 672 }
650 tmp->x=op->x; 673
651 tmp->y=op->y; 674 tmp->x = op->x;
675 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 676 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 677 tmp->map = op->map;
654 } 678 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 679
680 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 681 check_bullet (tmp);
657 } 682
658 return 1; 683 return 1;
659} 684}
660
661
662
663 685
664/***************************************************************************** 686/*****************************************************************************
665 * 687 *
666 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
667 * 689 *
668 *****************************************************************************/ 690 *****************************************************************************/
669 691
670
671/* 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
672void cone_drop(object *op) { 694cone_drop (object *op)
695{
673 object *new_ob = arch_to_object(op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
674 697
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 698 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 699 new_ob->set_owner (op->owner);
679 700
680 /* preserve skill ownership */ 701 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 702 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 703 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 704
684 } 705 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 706}
688 707
689/* 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 */
690 709
710void
691void move_cone(object *op) { 711move_cone (object *op)
692 int i; 712{
693 tag_t tag;
694
695 /* 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 */
696 if (! op->map) { 714 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 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 }
703 720
704 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
723 {
706 hit_map(op,0,op->attacktype,0); 724 hit_map (op, 0, op->attacktype, 0);
707 return; 725 return;
708 } 726 }
709 727
710#if 0 728#if 0
711 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 730 * when their cone dies when they die.
713 */ 731 */
714 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 733 if (op->owner == NULL)
716 remove_ob(op); 734 {
717 free_object(op); 735 op->destroy ();
718 return; 736 return;
719 } 737 }
720#endif 738#endif
721 739
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 740 hit_map (op, 0, op->attacktype, 0);
724 741
742 if (!op->is_on_map ())
743 return;
744
725 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
727 * degree. 747 * degree.
728 */ 748 */
749 if (op->weight)
750 {
729 if(op->weight) check_spell_knockback(op); 751 check_spell_knockback (op);
730 752
731 if (was_destroyed (op, tag)) 753 if (!op->is_on_map ())
732 return; 754 return;
755 }
733 756
734 if((op->duration--)<0) { 757 if (op->duration-- < 0)
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 758 {
759 op->destroy ();
760 return;
761 }
739 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 763 * any further. When the duration above expires,
741 * then the object will get removed. 764 * then the object will get removed.
742 */ 765 */
743 if (--op->range < 0) { 766 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 767 {
768 op->range = 0; /* just so it doesn't wrap */
769 return;
770 }
747 771
748 for(i= -1;i<2;i++) { 772 for (int i = -1; i <= 1; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 773 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 775
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
753 object *tmp=get_object(); 777 {
754 copy_object(op, tmp); 778 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 779
758 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
759 781
760 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 784
763 if (tmp->other_arch) cone_drop(tmp); 785 op->map->insert (tmp, x, y, op);
764 } 786
787 if (tmp->other_arch)
788 cone_drop (tmp);
789 }
765 } 790 }
766} 791}
767 792
768/* cast_cone: casts a cone spell. 793/* cast_cone: casts a cone spell.
769 * op: person firing the object. 794 * op: person firing the object.
771 * dir: direction to fire in. 796 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 797 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 798 * to fire.
774 * returns 0 on failure, 1 on success. 799 * returns 0 on failure, 1 on success.
775 */ 800 */
801int
776int cast_cone(object *op, object *caster,int dir, object *spell) 802cast_cone (object *op, object *caster, int dir, object *spell)
777{ 803{
778 object *tmp; 804 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 805 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 806 maptile *m;
781 sint16 sx, sy; 807 sint16 sx, sy;
782 MoveType movetype; 808 MoveType movetype;
783 809
784 if (!spell->other_arch) return 0; 810 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 811 return 0;
812
813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
816 return 0;
817 }
792 818
793 if(!dir) { 819 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 820 {
821 range_min = 0;
822 range_max = 8;
823 }
797 824
798 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
799 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 827 * insert it into is blocked.
801 */ 828 */
802 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
803 830
804 for(i=range_min;i<=range_max;i++) { 831 for (i = range_min; i <= range_max; i++)
832 {
805 sint16 x,y, d; 833 sint16 x, y, d;
806 834
807 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 838 * to hit that person.
811 */ 839 */
812 d = dir + i; 840 d = dir + i;
813 while (d < 0) d+=8; 841 while (d < 0)
814 while (d > 8) d-=8; 842 d += 8;
843 while (d > 8)
844 d -= 8;
815 845
816 /* If it's not a rune, we don't want to blast the caster. 846 /* If it's not a rune, we don't want to blast the caster.
817 * In that case, we have to see - if dir is specified, 847 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 848 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 849 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 850 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 851 * for the rune code.
822 */ 852 */
823 if (caster->type != RUNE && d==0) { 853 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 854 {
825 else continue; 855 if (dir != 0)
826 } 856 d = 8;
857 else
858 continue;
859 }
827 860
828 x = op->x+freearr_x[d]; 861 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 862 y = op->y + freearr_y[d];
830 863
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 864 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 865 continue;
833 866
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 868 continue;
836 869
837 success=1; 870 success = 1;
838 tmp=arch_to_object(spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 872 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 875 tmp->attacktype = spell->attacktype;
845 876
846 /* holy word stuff */ 877 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 879 if (!tailor_god_spell (tmp, op))
849 } 880 return 0;
850 881
851 if(dir) 882 if (dir)
852 tmp->stats.sp=dir; 883 tmp->stats.sp = dir;
853 else 884 else
854 tmp->stats.sp=i; 885 tmp->stats.sp = i;
855 886
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 887 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 888
858 /* If casting it in all directions, it doesn't go as far */ 889 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 890 if (dir == 0)
891 {
860 tmp->range /= 4; 892 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 893 if (tmp->range < 2 && spell->range >= 2)
862 } 894 tmp->range = 2;
895 }
896
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 897 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 898 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 899
866 /* Special bonus for fear attacks */ 900 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 901 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 902 {
869 else 903 if (caster->type == PLAYER)
904 tmp->duration += fear_bonus[caster->stats.Cha];
905 else
870 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
871 } 907 }
908
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 909 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 910 {
874 else 911 if (caster->type == PLAYER)
912 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
913 else
875 tmp->duration += caster->level/3; 914 tmp->duration += caster->level / 3;
876 } 915 }
877 916
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
881 spell->other_arch->name);
882 919
883 if (!tmp->move_on && tmp->stats.dam) { 920 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889 922
923 m->insert (tmp, sx, sy, op);
924
890 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 926 * a single space too many times.
892 */ 927 */
893 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
894 929
895 if(tmp->other_arch) cone_drop(tmp); 930 if (tmp->other_arch)
931 cone_drop (tmp);
896 } 932 }
933
897 return success; 934 return success;
898} 935}
899 936
900/**************************************************************************** 937/****************************************************************************
901 * 938 *
902 * BOMB related code 939 * BOMB related code
903 * 940 *
904 ****************************************************************************/ 941 ****************************************************************************/
905 942
906
907/* This handles an exploding bomb. 943/* This handles an exploding bomb.
908 * op is the original bomb object. 944 * op is the original bomb object.
909 */ 945 */
946void
910void animate_bomb(object *op) { 947animate_bomb (object *op)
911 int i; 948{
912 object *env, *tmp;
913 archetype *at;
914
915 if(op->state!=NUM_ANIMATIONS(op)-1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 950 return;
917 951
952 object *env = op->outer_env ();
918 953
919 env = object_get_env_recursive(op);
920
921 if (op->env) { 954 if (op->env)
955 {
922 if (env->map == NULL) 956 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 957 return;
958
959 if (!(op = op->insert_at (env, op)))
960 return;
943 } 961 }
944 962
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
967 {
968 op->destroy ();
969 return;
970 }
971
945 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 974 * so just set up the appropriate values.
948 */ 975 */
949 at = find_archetype(SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 977 {
951 for(i=1;i<9;i++) { 978 for (int i = 1; i < 9; i++)
979 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 981 continue;
954 tmp = arch_to_object(at); 982
983 object *tmp = arch_to_object (at);
955 tmp->direction = i; 984 tmp->direction = i;
956 tmp->range = op->range; 985 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 987 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 989 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 990 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 991 tmp->skill = op->skill;
963 tmp->skill = add_refcount(op->skill); 992
993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
994 SET_ANIMATION (tmp, i);
995
996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
997 move_bullet (tmp);
998 }
964 } 999 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973 1000
974 explode_bullet(op); 1001 explode_bullet (op);
975} 1002}
976 1003
1004int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1005create_bomb (object *op, object *caster, int dir, object *spell)
978 1006{
979 object *tmp; 1007 object *tmp;
980 int mflags; 1008 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1010 maptile *m;
983 1011
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1016 return 0;
988 } 1017 }
1018
989 tmp=arch_to_object(spell->other_arch); 1019 tmp = arch_to_object (spell->other_arch);
990 1020
991 /* level dependencies for bomb */ 1021 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1023 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1024 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1025 tmp->attacktype = spell->attacktype;
996 1026
997 set_owner(tmp,op); 1027 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1028 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1029
1000 tmp->y=dy; 1030 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1031 return 1;
1003} 1032}
1004 1033
1005/**************************************************************************** 1034/****************************************************************************
1006 * 1035 *
1007 * smite related spell code. 1036 * smite related spell code.
1015 * dir is the direction to look in. 1044 * dir is the direction to look in.
1016 * range is how far out to look. 1045 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1046 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1047 * this info is used for blocked magic/unholy spaces.
1019 */ 1048 */
1020 1049object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1050get_pointed_target (object *op, int dir, int range, int type)
1051{
1022 object *target; 1052 object *target;
1023 sint16 x,y; 1053 sint16 x, y;
1024 int dist, mflags; 1054 int dist, mflags;
1025 mapstruct *mp; 1055 maptile *mp;
1026 1056
1027 if (dir==0) return NULL; 1057 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1058 return NULL;
1049}
1050 1059
1060 for (dist = 1; dist < range; dist++)
1061 {
1062 x = op->x + freearr_x[dir] * dist;
1063 y = op->y + freearr_y[dir] * dist;
1064 mp = op->map;
1065 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1066
1067 if (mflags & P_OUT_OF_MAP)
1068 return NULL;
1069 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1070 return NULL;
1071 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1072 return NULL;
1073 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1074 return NULL;
1075
1076 if (mflags & P_IS_ALIVE)
1077 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1078 if (QUERY_FLAG (target, FLAG_MONSTER))
1079 return target;
1080 }
1081
1082 return NULL;
1083}
1051 1084
1052/* cast_smite_arch() - the priest points to a creature and causes 1085/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1086 * a 'godly curse' to decend.
1054 * usual params - 1087 * usual params -
1055 * op = player 1088 * op = player
1056 * caster = object casting the spell. 1089 * caster = object casting the spell.
1057 * dir = direction being cast 1090 * dir = direction being cast
1058 * spell = spell object 1091 * spell = spell object
1059 */ 1092 */
1060 1093int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1094cast_smite_spell (object *op, object *caster, int dir, object *spell)
1095{
1062 object *effect, *target; 1096 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1097 object *god = find_god (determine_god (op));
1064 int range; 1098 int range;
1065 1099
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1100 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1101 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1102
1069 /* Bunch of conditions for casting this spell. Note that only 1103 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1104 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1105 * This makes this spell much more general purpose - it can be used
1072 * by wizards also, which is good, because I think this is a very 1106 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1107 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1108 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1109 * can't be friendly to your god.
1076 */ 1110 */
1077 1111
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1112 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1113 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1114 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1115 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1116 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1117 return 0;
1084 } 1118 }
1085 1119
1086 if (spell->other_arch) 1120 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1121 effect = arch_to_object (spell->other_arch);
1088 else 1122 else
1089 return 0; 1123 return 0;
1090 1124
1091 /* tailor the effect by priest level and worshipped God */ 1125 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1126 effect->level = casting_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1127 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1129 {
1095 if(tailor_god_spell(effect,op)) 1130 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1132 else
1133 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1135 return 0;
1101 } 1136 }
1102 } 1137 }
1103 1138
1104 /* size of the area of destruction */ 1139 /* size of the area of destruction */
1105 effect->range=spell->range + 1140 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1141 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1142
1110 if (effect->attacktype & AT_DEATH) { 1143 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1144 {
1112 SP_level_dam_adjust(caster,spell); 1145 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1146
1114 /* casting death spells at undead isn't a good thing */ 1147 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1148 if (QUERY_FLAG (target, FLAG_UNDEAD))
1149 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1150 if (random_roll (0, 2, op, PREFER_LOW))
1151 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1153 effect->x = op->x;
1119 effect->y=op->y; 1154 effect->y = op->y;
1120 } else { 1155 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1156 else
1122 query_name(target)); 1157 {
1158 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1159 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1160 effect->destroy ();
1125 return 0; 1161 return 0;
1162 }
1163 }
1126 } 1164 }
1127 } 1165 else
1128 } else { 1166 {
1129 /* how much woe to inflict :) */ 1167 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1168 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1169 }
1133 1170
1134 set_owner(effect,op); 1171 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1172 set_spell_skill (op, caster, spell, effect);
1136 1173
1137 /* ok, tell it where to be, and insert! */ 1174 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1175 effect->insert_at (target, op);
1139 effect->y=target->y; 1176
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1177 return 1;
1143} 1178}
1144
1145 1179
1146/**************************************************************************** 1180/****************************************************************************
1147 * 1181 *
1148 * MAGIC MISSILE code. 1182 * MAGIC MISSILE code.
1149 * note that the fire_bullet is used to fire the missile. The 1183 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1184 * code here is just to move the missile.
1151 ****************************************************************************/ 1185 ****************************************************************************/
1152 1186
1153/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1188void
1154void move_missile(object *op) { 1189move_missile (object *op)
1155 int i, mflags; 1190{
1156 object *owner;
1157 sint16 new_x, new_y;
1158 mapstruct *m;
1159
1160 if (op->range-- <=0) { 1191 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1192 {
1193 op->drop_and_destroy ();
1194 return;
1195 }
1165 1196
1166 owner = get_owner(op); 1197 mapxy pos (op);
1167#if 0 1198 pos.move (op->direction);
1168 /* It'd make things nastier if this wasn't here - spells cast by 1199
1169 * monster that are then killed would continue to survive 1200 if (!pos.normalise ())
1170 */
1171 if (owner == NULL) {
1172 remove_ob(op);
1173 free_object(op);
1174 return;
1175 } 1201 {
1176#endif 1202 op->destroy ();
1203 return;
1204 }
1177 1205
1178 new_x = op->x + DIRX(op); 1206 mapspace &ms = pos.ms ();
1179 new_y = op->y + DIRY(op);
1180 1207
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1208 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1182 1209 {
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1185 tag_t tag = op->count;
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1210 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1211 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1212 * we need to remove it if someone hasn't already done so.
1189 */ 1213 */
1190 if ( ! was_destroyed (op, tag)) { 1214 op->destroy ();
1191 remove_ob (op); 1215 return;
1192 free_object(op); 1216 }
1193 } 1217
1194 return; 1218 if (!op->direction)
1195 } 1219 {
1196 1220 op->destroy ();
1197 remove_ob(op); 1221 return;
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1199 free_object(op);
1200 return;
1201 } 1222 }
1202 op->x = new_x; 1223
1203 op->y = new_y; 1224 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1204 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1206 if(i > 0 && i != op->direction){ 1225 if (i > 0 && i != op->direction)
1226 {
1207 op->direction=i; 1227 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1228 SET_ANIMATION (op, op->direction);
1209 } 1229 }
1210 insert_ob_in_map(op,op->map,op,0); 1230
1231 pos.insert (op, op);
1211} 1232}
1212 1233
1213/**************************************************************************** 1234/****************************************************************************
1214 * Destruction 1235 * Destruction
1215 ****************************************************************************/ 1236 ****************************************************************************/
1237
1216/* make_object_glow() - currently only makes living objects glow. 1238/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1239 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1240 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1241 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1242 * give them the capability to have an inventory. b.t.
1221 */ 1243 */
1222 1244int
1223int make_object_glow(object *op, int radius, int time) { 1245make_object_glow (object *op, int radius, int time)
1224 object *tmp; 1246{
1225
1226 /* some things are unaffected... */ 1247 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1248 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1249 return 0;
1229 1250
1230 tmp=get_archetype(FORCE_NAME); 1251 object *tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1252 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1253 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1254 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1255 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1256 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1257 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1258
1238 tmp->x=op->x;
1239 tmp->y=op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1259 tmp = insert_ob_in_ob (tmp, op);
1260
1242 if (tmp->glow_radius > op->glow_radius) 1261 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1262 op->glow_radius = tmp->glow_radius;
1244 1263
1245 if(!tmp->env||op!=tmp->env) {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1247 op->name);
1248 return 0;
1249 }
1250 return 1; 1264 return 1;
1251} 1265}
1252 1266
1253 1267int
1254
1255
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1268cast_destruction (object *op, object *caster, object *spell_ob)
1269{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1270 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1271 sint16 sx, sy;
1259 mapstruct *m; 1272 maptile *m;
1260 object *tmp; 1273 object *tmp;
1261 const char *skill; 1274 const char *skill;
1262 1275
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1276 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1277 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1278 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1279 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1280 friendly = 1;
1267 1281
1268 /* destruction doesn't use another spell object, so we need 1282 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1283 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1284 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through 1285 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1286 * the full share string/free_string route.
1273 */ 1287 */
1274 skill = op->skill; 1288 skill = op->skill;
1289 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1290 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1291 else if (caster->skill)
1292 op->skill = caster->skill;
1293 else
1277 else op->skill = NULL; 1294 op->skill = NULL;
1278 1295
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1296 op->change_skill (find_skill_by_name (op, op->skill));
1280 1297
1281 for(i= -range; i<range; i++) { 1298 for (i = -range; i <= range; i++)
1299 {
1282 for(j=-range; j<range ; j++) { 1300 for (j = -range; j <= range; j++)
1301 {
1283 m = op->map; 1302 m = op->map;
1284 sx = op->x + i; 1303 sx = op->x + i;
1285 sy = op->y + j; 1304 sy = op->y + j;
1305
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1306 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1307 if (mflags & P_OUT_OF_MAP)
1308 continue;
1309
1288 if (mflags & P_IS_ALIVE) { 1310 if (mflags & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1311 {
1312 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1313 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1314 break;
1292 if (tmp) {
1293 if (tmp->head) tmp=tmp->head;
1294 1315
1316 if (tmp)
1317 {
1318 if (tmp->head)
1319 tmp = tmp->head;
1320
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1321 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1323 {
1324 if (spell_ob->subtype == SP_DESTRUCTION)
1325 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1327
1300 tmp = arch_to_object(spell_ob->other_arch); 1328 if (spell_ob->other_arch)
1301 tmp->x = sx; 1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1302 tmp->y = sy; 1330 }
1303 insert_ob_in_map(tmp, m, op, 0); 1331 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1304 } 1332 {
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1333 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1310 effect->x = sx; 1335 }
1311 effect->y = sy; 1336 }
1312 insert_ob_in_map(effect, m, op, 0); 1337 }
1313 } 1338 }
1314 } 1339 }
1315 }
1316 }
1317 } 1340 }
1318 } 1341
1319 }
1320 op->skill = skill; 1342 op->skill = skill;
1321 return 1; 1343 return 1;
1322} 1344}
1323 1345
1324/*************************************************************************** 1346/***************************************************************************
1325 * 1347 *
1326 * CURSE 1348 * CURSE
1327 * 1349 *
1328 ***************************************************************************/ 1350 ***************************************************************************/
1329 1351
1352int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1353cast_curse (object *op, object *caster, object *spell_ob, int dir)
1354{
1331 object *god = find_god(determine_god(op)); 1355 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1356 object *tmp, *force;
1333 1357
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1358 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1359 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1360 {
1361 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1362 return 0;
1363 }
1341 1364
1365 tmp = tmp->head_ ();
1366
1342 /* If we've already got a force of this type, don't add a new one. */ 1367 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1368 for (force = tmp->inv; force; force = force->below)
1369 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1370 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1371 {
1345 if (force->name == spell_ob->name) { 1372 if (force->name == spell_ob->name)
1346 break; 1373 {
1347 } 1374 break;
1375 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1376 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1377 {
1350 "You can not cast %s while %s is in effect", 1378 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1351 spell_ob->name, force->name_pl); 1379 return 0;
1352 return 0; 1380 }
1381 }
1353 } 1382 }
1354 } 1383
1384 if (!force)
1355 } 1385 {
1356
1357 if(force==NULL) {
1358 force=get_archetype(FORCE_NAME); 1386 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1387 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name); 1388
1361 if (spell_ob->race) 1389 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1390 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1391 else
1392 force->name = spell_ob->name;
1393
1394 force->name_pl = spell_ob->name;
1395
1396 }
1397 else
1398 {
1369 int duration; 1399 int duration;
1370 1400
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1401 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1402 if (duration > force->duration)
1403 {
1373 force->duration = duration; 1404 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1406 }
1407 else
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1408 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1409
1378 return 1; 1410 return 1;
1379 } 1411 }
1412
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1413 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1414 force->speed = 1.f;
1382 force->speed_left = -1.0; 1415 force->speed_left = -1.f;
1383 SET_FLAG(force, FLAG_APPLIED); 1416 SET_FLAG (force, FLAG_APPLIED);
1384 1417
1385 if(god) { 1418 if (god)
1419 {
1386 if (spell_ob->last_grace) 1420 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1421 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1422 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1423 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1424 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1391 "You are a victim of %s's curse!",god->name); 1425 }
1392 } else 1426 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1427 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1428
1395 1429
1396 if(tmp!=op && op->type==PLAYER) 1430 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1431 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1432
1399 force->stats.ac = spell_ob->stats.ac; 1433 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1434 force->stats.wc = spell_ob->stats.wc;
1401 1435
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1436 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1437 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1438 tmp->update_stats ();
1405 return 1; 1439 return 1;
1406 1440
1407} 1441}
1408
1409 1442
1410/********************************************************************** 1443/**********************************************************************
1411 * mood change 1444 * mood change
1412 * Arguably, this may or may not be an attack spell. But since it 1445 * Arguably, this may or may not be an attack spell. But since it
1413 * effects monsters, it seems best to put it into this file 1446 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/ 1447 ***********************************************************************/
1415 1448
1416/* This covers the various spells that change the moods of monsters - 1449/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1450 * makes them angry, peacful, friendly, etc.
1418 */ 1451 */
1452int
1419int mood_change(object *op, object *caster, object *spell) { 1453mood_change (object *op, object *caster, object *spell)
1454{
1420 object *tmp, *god, *head; 1455 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1456 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1457 sint16 x, y, nx, ny;
1423 mapstruct *m; 1458 maptile *m;
1424 const char *race; 1459 const char *race;
1425 1460
1426 /* We precompute some values here so that we don't have to keep 1461 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1462 * doing it over and over again.
1428 */ 1463 */
1429 god=find_god(determine_god(op)); 1464 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1465 level = casting_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1466 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1467
1433 /* On the bright side, no monster should ever have a race of GOD_... 1468 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it 1469 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1470 * won't ever match anything.
1436 */ 1471 */
1437 if (!spell->race) race=NULL; 1472 if (!spell->race)
1473 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1474 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1475 race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1476 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1477 race = god->race;
1478 else
1440 else race = spell->race; 1479 race = spell->race;
1441
1442 1480
1443 for (x = op->x - range; x <= op->x + range; x++) 1481 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1482 for (y = op->y - range; y <= op->y + range; y++)
1445 1483 {
1446 done_one=0; 1484 done_one = 0;
1447 m = op->map; 1485 m = op->map;
1448 nx = x; 1486 nx = x;
1449 ny = y; 1487 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1488 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1489 if (mflags & P_OUT_OF_MAP)
1490 continue;
1452 1491
1453 /* If there is nothing living on this space, no need to go further */ 1492 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1493 if (!(mflags & P_IS_ALIVE))
1494 continue;
1455 1495
1496 // players can only affect spaces that they can actually see
1497 if (caster && caster->contr
1498 && caster->contr->visibility_at (m, nx, ny) < 70)
1499 continue;
1500
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1501 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1502 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1503 break;
1458 1504
1459 /* There can be living objects that are not monsters */ 1505 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1506 if (!tmp || tmp->type == PLAYER)
1507 continue;
1461 1508
1462 /* Only the head has meaningful data, so resolve to that */ 1509 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1510 if (tmp->head)
1464 else head=tmp; 1511 head = tmp->head;
1512 else
1513 head = tmp;
1465 1514
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1515 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1516 if (race && head->race && !strstr (race, head->race))
1517 continue;
1518
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1519 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1520 continue;
1469 1521
1470 /* Now do a bunch of stuff related to saving throws */ 1522 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1523 best_at = -1;
1472 if (spell->attacktype) { 1524 if (spell->attacktype)
1525 {
1473 for (at=0; at < NROFATTACKS; at++) 1526 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1527 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1528 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1529 best_at = at;
1476 1530
1477 if (best_at == -1) at=0; 1531 if (best_at == -1)
1532 at = 0;
1478 else { 1533 else
1534 {
1479 if (head->resist[best_at] == 100) continue; 1535 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1536 continue;
1481 } 1537 else
1538 at = head->resist[best_at] / 5;
1539 }
1482 at -= level / 5; 1540 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1541 if (did_make_save (head, head->level, at))
1484 } 1542 continue;
1543 }
1485 else /* spell->attacktype */ 1544 else /* spell->attacktype */
1545 {
1486 /* 1546 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1547 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1548 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1549 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1550
1491 The chance will then be in the range [20-70] percent, not too bad. 1551 The chance will then be in the range [20-70] percent, not too bad.
1492 1552
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1553 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1554 charm a level 125 monster...
1495 1555
1496 Ryo, august 14th 1556 Ryo, august 14th
1497 */ 1557 */
1498 {
1499 if ( head->level > level ) continue; 1558 if (head->level > level)
1559 continue;
1560
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1561 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1562 /* Failed, no effect */
1502 continue; 1563 continue;
1503 } 1564 }
1504 1565
1505 /* Done with saving throw. Now start effecting the monster */ 1566 /* Done with saving throw. Now start affecting the monster */
1506 1567
1507 /* aggravation */ 1568 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1569 if (QUERY_FLAG (spell, FLAG_MONSTER))
1570 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1571 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1572 remove_friendly_object (head);
1573 done_one = 1;
1574 head->enemy = op;
1575 }
1512 1576
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */ 1577 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1578 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1579 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1580 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1581 head->enemy = NULL;
1521 done_one = 1; 1582 done_one = 1;
1522 } 1583 }
1523 1584
1524 /* berserk monsters */ 1585 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1586 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1587 {
1526 SET_FLAG(head, FLAG_BERSERK); 1588 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1589 done_one = 1;
1528 } 1590 }
1591
1529 /* charm */ 1592 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1593 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1531 SET_FLAG(head, FLAG_FRIENDLY); 1594 {
1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1597 /* Prevent uncontrolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1598 Typical use case is charm, go somwhere, use aggravation to make hostile.
1534 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1599 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1600 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1601 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1602 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1603 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1604 head->attack_movement = PETMOVE;
1540 done_one = 1; 1605 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1606 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1607 head->stats.exp = 0;
1543 } 1608 }
1544 1609
1545 /* If a monster was effected, put an effect in */ 1610 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1611 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1612 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1548 tmp->x = nx; 1613 } /* for y */
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 }
1552 } /* for y */
1553 1614
1554 return 1; 1615 return 1;
1555} 1616}
1556 1617
1557 1618
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1619/* Move_ball_spell: This handles ball type spells that just sort of wander
1559 * about. was called move_ball_lightning, but since more than the ball 1620 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1621 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1622 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1623 * note that duration is handled by process_object() in time.c
1563 */ 1624 */
1564 1625void
1565void move_ball_spell(object *op) { 1626move_ball_spell (object *op)
1627{
1566 int i,j,dam_save,dir, mflags; 1628 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1629 sint16 nx, ny, hx, hy;
1568 object *owner; 1630 object *owner;
1569 mapstruct *m; 1631 maptile *m;
1570 1632
1571 owner = get_owner(op); 1633 owner = op->owner;
1572 1634
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1635 /* the following logic makes sure that the ball doesn't move into a wall,
1574 * and makes sure that it will move along a wall to try and get at it's 1636 * and makes sure that it will move along a wall to try and get at it's
1575 * victim. The block immediately below more or less chooses a random 1637 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1638 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1639 * deviations.
1578 */ 1640 */
1579 1641
1580 dir = 0; 1642 dir = 0;
1581 if(!(rndm(0, 3))) 1643 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1644 j = rndm (0, 1);
1583 else j=0; 1645 else
1646 j = 0;
1584 1647
1585 for(i = 1; i < 9; i++) { 1648 for (i = 1; i < 9; i++)
1649 {
1586 /* i bit 0: alters sign of offset 1650 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1651 * other bits (i / 2): absolute value of offset
1588 */ 1652 */
1589 1653
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1654 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1655 int tmpdir = absdir (op->direction + offset);
1592 1656
1593 nx = op->x + freearr_x[tmpdir]; 1657 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1658 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1659 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1660 {
1597 dir = tmpdir; 1661 dir = tmpdir;
1598 break; 1662 break;
1599 } 1663 }
1600 } 1664 }
1601 if (dir == 0) { 1665 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1666 {
1667 nx = op->x;
1668 ny = op->y;
1669 m = op->map;
1670 }
1606 1671
1607 remove_ob(op); 1672 m->insert (op, nx, ny, op);
1608 op->y=ny; 1673
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1674 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1675 surrounding squares */
1614 1676
1615 /* loop over current square and neighbors to hit. 1677 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1678 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1679 * the surround spaces.
1618 */ 1680 */
1619 for(j=0;j<9;j++) { 1681 for (j = 0; j < 9; j++)
1620 object *new_ob; 1682 {
1621
1622 hx = nx+freearr_x[j]; 1683 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1684 hy = ny + freearr_y[j];
1624 1685
1625 m = op->map; 1686 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1687 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1688
1628 if (mflags & P_OUT_OF_MAP) continue; 1689 if (mflags & P_OUT_OF_MAP)
1690 continue;
1629 1691
1630 /* first, don't ever, ever hit the owner. Don't hit out 1692 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1693 * of the map either.
1632 */ 1694 */
1633 1695
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1696 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1635 if(j) op->stats.dam = dam_save/2; 1697 {
1698 if (j)
1699 op->stats.dam = dam_save / 2;
1700
1636 hit_map(op,j,op->attacktype,1); 1701 hit_map (op, j, op->attacktype, 1);
1702 }
1637 1703
1638 }
1639
1640 /* insert the other arch */ 1704 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1705 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1642 new_ob = arch_to_object(op->other_arch); 1706 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 } 1707 }
1648 1708
1649 /* restore to the center location and damage*/ 1709 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1710 op->stats.dam = dam_save;
1651 1711
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1712 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1653 1713
1654 if(i>=0) { /* we have a preferred direction! */ 1714 if (i >= 0)
1715 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1716 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1717 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1718 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1719 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1720
1660 op->direction=i; 1721 op->direction = i;
1661 } 1722 }
1662} 1723}
1663 1724
1664
1665/* move_swarm_spell: peterm 1725/* move_swarm_spell: peterm
1666 * This is an implementation of the swarm spell. It was written for 1726 * This is an implementation of the swarm spell. It was written for
1667 * meteor swarm, but it could be used for any swarm. A swarm spell 1727 * meteor swarm, but it could be used for any swarm. A swarm spell
1668 * is a special type of object that casts swarms of other types 1728 * is a special type of object that casts swarms of other types
1669 * of spells. Which spell it casts is flexible. It fires the spells 1729 * of spells. Which spell it casts is flexible. It fires the spells
1670 * from a set of squares surrounding the caster, in a given direction. 1730 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1731 */
1672 1732void
1673void move_swarm_spell(object *op) 1733move_swarm_spell (object *op)
1674{ 1734{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1735#if 0
1697 // this is bogus: it causes wrong places to be checked below 1736 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1698 // (a wall 2 cells away will block the effect...) and 1737 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1738 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1739 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1740 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1741#endif
1742 object *owner = op->env;
1744 1743
1744 if (!owner) // MUST not happen, remove when true TODO
1745 {
1746 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1747 op->destroy ();
1748 return;
1749 }
1750
1751 if (!op->duration || !owner->is_on_map ())
1752 {
1753 op->drop_and_destroy ();
1754 return;
1755 }
1756
1757 op->duration--;
1758
1759 int basedir = op->direction;
1760 if (!basedir)
1761 {
1762 /* spray in all directions! 8) */
1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1765 }
1766
1767#if 0
1768 // this is bogus: it causes wrong places to be checked below
1769 // (a wall 2 cells away will block the effect...) and
1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1771 // space.
1772 // should be fixed later, but correctness before features...
1773 // (schmorp)
1774
1775 /* new offset calculation to make swarm element distribution
1776 * more uniform
1777 */
1778 if (op->duration)
1779 {
1780 if (basedir & 1)
1781 {
1782 adjustdir = cardinal_adjust[rndm (0, 8)];
1783 }
1784 else
1785 {
1786 adjustdir = diagonal_adjust[rndm (0, 9)];
1787 }
1788 }
1789 else
1790 {
1791 adjustdir = 0; /* fire the last one from forward. */
1792 }
1793
1794 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1795 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1796
1797 /* back up one space so we can hit point-blank targets, but this
1798 * necessitates extra out_of_map check below
1799 */
1800 origin_x = target_x - freearr_x[basedir];
1801 origin_y = target_y - freearr_y[basedir];
1802
1803
1745 /* spell pointer is set up for the spell this casts. Since this 1804 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1805 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1806 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1807 * do some sanity checking anyways.
1749 */ 1808 */
1809
1810 if (op->spell && op->spell->type == SPELL &&
1811 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1812 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1813 {
1814
1815 /* Bullet spells have a bunch more customization that needs to be done */
1816 if (op->spell->subtype == SP_BULLET)
1817 fire_bullet (owner, op, basedir, op->spell);
1818 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1819 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1820 }
1821#endif
1822
1823 /* spell pointer is set up for the spell this casts. Since this
1824 * should just be a pointer to the spell in some inventory,
1825 * it is unlikely to disappear by the time we need it. However,
1826 * do some sanity checking anyways.
1827 */
1828
1751 if (op->spell && op->spell->type == SPELL) 1829 if (op->spell && op->spell->type == SPELL)
1752 { 1830 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1758 } 1836 }
1759} 1837}
1760
1761
1762
1763 1838
1764/* fire_swarm: 1839/* fire_swarm:
1765 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1766 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1767 * the parts of the swarm. 1842 * the parts of the swarm.
1770 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1771 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1848 * n: the number to be fired.
1774 */ 1849 */
1775 1850int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1852{
1778 object *tmp;
1779 int i;
1780
1781 if (!spell->other_arch) return 0; 1853 if (!spell->other_arch)
1854 return 0;
1782 1855
1783 tmp=get_archetype(SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1784 tmp->x=op->x; 1857
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1787 set_spell_skill(op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1788
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1791
1792 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1793 1862
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1796 return 1; 1865 return 1;
1797 } 1866
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1870
1802 tmp->direction=dir;
1803 tmp->invisible=1; 1871 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1873 tmp->direction = dir;
1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
1805 return 1; 1879 return 1;
1806} 1880}
1807
1808 1881
1809/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1810 * function. 1883 * function.
1811 */ 1884 */
1885int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1886cast_light (object *op, object *caster, object *spell, int dir)
1887{
1813 object *target=NULL,*tmp=NULL; 1888 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1889 sint16 x, y;
1815 int dam, mflags; 1890 int dam, mflags;
1816 mapstruct *m; 1891 maptile *m;
1817 1892
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1894
1820 if(!dir) { 1895 if (!dir)
1896 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 1898 return 0;
1823 } 1899 }
1824 1900
1825 x=op->x+freearr_x[dir]; 1901 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1902 y = op->y + freearr_y[dir];
1827 m = op->map; 1903 m = op->map;
1828 1904
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1905 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1906
1831 if (mflags & P_OUT_OF_MAP) { 1907 if (mflags & P_OUT_OF_MAP)
1908 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1910 return 0;
1834 } 1911 }
1835 1912
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 1914 {
1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1919 if (target->head)
1920 target = target->head;
1921
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1924 }
1843 } 1925 }
1844 }
1845 1926
1846 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1928 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1929 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1930 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1931 return 0;
1850 } 1932 }
1851 1933
1852 /* ok, looks groovy to just insert a new light on the map */ 1934 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 1935 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 1936 if (!tmp)
1937 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1939 return 0;
1857 } 1940 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 1942 if (tmp->glow_radius)
1943 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
1946 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 1947 }
1863 tmp->x=x; 1948
1864 tmp->y=y; 1949 m->insert (tmp, x, y, op);
1865 insert_ob_in_map(tmp,m,op,0);
1866 return 1; 1950 return 1;
1867} 1951}
1868
1869
1870
1871 1952
1872/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1873 * player and infects someone. 1954 * player and infects someone.
1874 * op is the player/monster, caster is the object, dir is the direction 1955 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number 1956 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1877 */ 1958 */
1878 1959int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
1961{
1880 sint16 x,y; 1962 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 1964 object *walk;
1883 mapstruct *m; 1965 maptile *m;
1884 1966
1885 x = op->x; 1967 x = op->x;
1886 y = op->y; 1968 y = op->y;
1887 1969
1888 /* If casting from a scroll, no direction will be available, so refer to the 1970 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 1971 * direction the player is pointing.
1890 */ 1972 */
1973 if (!dir)
1891 if (!dir) dir=op->facing; 1974 dir = op->facing;
1975
1976 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1977 return 0; /* won't find anything if casting on ourself, so just return */
1893 1978
1894 /* Calculate these once here */ 1979 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 1981 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 1982 dur_mod = SP_level_duration_adjust (caster, spell);
1898 1983
1899 /* search in a line for a victim */ 1984 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 1985 for (i = 1; i < range; i++)
1986 {
1901 x = op->x + i * freearr_x[dir]; 1987 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 1988 y = op->y + i * freearr_y[dir];
1903 m = op->map; 1989 m = op->map;
1904 1990
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 1991 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1992
1907 if (mflags & P_OUT_OF_MAP) return 0; 1993 if (mflags & P_OUT_OF_MAP)
1994 return 0;
1908 1995
1909 /* don't go through walls - presume diseases are airborne */ 1996 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1997 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1998 return 0;
1911 1999
1912 /* Only bother looking on this space if there is something living here */ 2000 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 2001 if (mflags & P_IS_ALIVE)
2002 {
1914 /* search this square for a victim */ 2003 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2004 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2006 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
1918 2008
1919 set_owner(disease,op); 2009 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2012 disease->level = casting_level (caster, spell);
1923 2013
1924 /* do level adjustments */ 2014 /* do level adjustments */
1925 if(disease->stats.wc) 2015 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2016 disease->stats.wc += dur_mod / 2;
1927 2017
1928 if(disease->magic> 0) 2018 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2019 disease->magic += dur_mod / 8;
1930 2020
1931 if(disease->stats.maxhp>0) 2021 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
1933 2023
1934 if(disease->stats.maxgrace>0) 2024 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2025 disease->stats.maxgrace += dur_mod;
1936 2026
1937 if(disease->stats.dam) { 2027 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2028 {
1939 disease->stats.dam += dam_mod; 2029 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2030 disease->stats.dam += dam_mod;
1941 } 2031 else
2032 disease->stats.dam -= dam_mod;
2033 }
1942 2034
1943 if(disease->last_sp) { 2035 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2036 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2037 disease->last_sp -= 2 * dam_mod;
1946 } 2038 if (disease->last_sp < 1)
2039 disease->last_sp = 1;
2040 }
1947 2041
1948 if(disease->stats.maxsp) { 2042 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2043 {
1950 disease->stats.maxsp += dam_mod; 2044 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2045 disease->stats.maxsp += dam_mod;
1952 } 2046 else
1953 2047 disease->stats.maxsp -= dam_mod;
2048 }
2049
1954 if(disease->stats.ac) 2050 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2051 disease->stats.ac += dam_mod;
1956 2052
1957 if(disease->last_eat) 2053 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2054 disease->last_eat -= dam_mod;
1959 2055
1960 if(disease->stats.hp) 2056 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2057 disease->stats.hp -= dam_mod;
1962 2058
1963 if(disease->stats.sp) 2059 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
1965 2061
1966 if(infect_object(walk,disease,1)) { 2062 if (infect_object (walk, disease, 1))
1967 object *flash; /* visual effect for inflicting disease */ 2063 {
1968
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2065
1971 free_object(disease); /* don't need this one anymore */ 2066 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1973 flash->x = x; 2068 return 1;
1974 flash->y = y; 2069 }
1975 flash->map = walk->map; 2070
1976 insert_ob_in_map(flash,walk->map,op,0); 2071 disease->destroy ();
1977 return 1; 2072 }
1978 } 2073 } /* if living creature */
1979 free_object(disease); 2074 } /* for range of spaces */
1980 } 2075
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2077 return 1;
1985} 2078}

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