ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.5 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.5 2006/08/26 23:36:34 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
43{
51 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 45 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 47
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 48 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 50 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 51 return;
58 }else{ 52 }
53 else
54 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 57 }
62 58
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 60 {
65 int num_sections = 1; 61 int num_sections = 1;
66 62
67 /* don't move DM */ 63 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 65 return;
70 66
71 /* don't move parts of objects */ 67 /* don't move parts of objects */
72 if(tmp->head) continue; 68 if (tmp->head)
69 continue;
73 70
74 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 76 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
83 */ 82 */
84 83
85 /* surface area? -tm */ 84 /* surface area? -tm */
86 85
87 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
89 88
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* move it. */
91 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
93 * also be safe for objects. 93 * also be safe for objects.
94 * This does return if successful or not, but 94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
96 * right now. 96 * right now.
97 */ 97 */
98 move_object(tmp, absdir(op->stats.sp)); 98 move_object (tmp, absdir (op->stats.sp));
99 } 99 }
100 100
101 } 101 }
102} 102}
103 103
104/*************************************************************************** 104/***************************************************************************
105 * 105 *
106 * BOLT CODE 106 * BOLT CODE
107 * 107 *
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113 113void
114void forklightning(object *op, object *tmp) { 114forklightning (object *op, object *tmp)
115{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 118 maptile *m;
118 sint16 sx,sy; 119 sint16 sx, sy;
119 object *new_bolt; 120 object *new_bolt;
120 121
121 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 124 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 125 * down to 0 for one going 90 degrees left off original path
125 */ 126 */
126 127
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 128 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 129 new_dir = -1;
129 130
130 /* check the new dir for a wall and in the map*/ 131 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
132 133
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 134 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 135 return;
135 return;
136 136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 138 return;
139 139
140 /* OK, we made a fork */ 140 /* OK, we made a fork */
141 new_bolt = get_object(); 141 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 142
144 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
150 new_bolt->duration++; 149 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164 161
162void
165void move_bolt(object *op) { 163move_bolt (object *op)
166 object *tmp; 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 mapstruct *m; 167 maptile *m;
170 168
171 if(--(op->duration)<0) { 169 if (--op->duration < 0)
172 remove_ob(op);
173 free_object(op);
174 return;
175 } 170 {
171 op->destroy ();
172 return;
173 }
174
176 hit_map(op,0,op->attacktype,1); 175 hit_map (op, 0, op->attacktype, 1);
177 176
178 if(!op->direction) 177 if (!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if(op->direction&1)
211 op->direction=absdir(op->direction+4);
212 else {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return; 178 return;
239 }
240 else { /* Create a copy of this object and put it ahead */
241 tmp=get_object();
242 copy_object(op,tmp);
243 tmp->speed_left= -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */
247 tmp->duration++;
248 179
249 /* New forking code. Possibly create forks of this object 180 if (--op->range < 0)
250 * going off in other directions.
251 */
252
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0; 181 op->range = 0;
260 } /* copy object and move it along */ 182 else
261 } /* if move bolt along */ 183 {
184 x = op->x + DIRX (op);
185 y = op->y + DIRY (op);
186 m = op->map;
187 mflags = get_map_flags (m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP)
190 return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
198 {
199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if (op->direction & 1)
211 op->direction = absdir (op->direction + 4);
212 else
213 {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
226
227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230
231 if (left == right)
232 op->direction = absdir (op->direction + 4);
233 else if (left)
234 op->direction = absdir (op->direction + 2);
235 else if (right)
236 op->direction = absdir (op->direction - 2);
237 }
238
239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
240 return;
241 }
242 else
243 { /* Create a copy of this object and put it ahead */
244 object *tmp = op->clone ();
245
246 m->insert (tmp, x, y, op);
247 tmp->speed_left = -0.1f;
248 /* To make up for the decrease at the top of the function */
249 tmp->duration++;
250
251 /* New forking code. Possibly create forks of this object
252 * going off in other directions.
253 */
254 if (rndm (0, 99) < tmp->stats.Dex)
255 { /* stats.Dex % of forking */
256 forklightning (op, tmp);
257 }
258
259 /* In this way, the object left behind sticks on the space, but
260 * doesn't create any bolts that continue to move onward.
261 */
262 op->range = 0;
263 } /* copy object and move it along */
264 } /* if move bolt along */
262} 265}
263 266
264/* fire_bolt 267/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 268 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 269 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 270 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 271 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 272 * This function sets up the appropriate owner and skill
270 * pointers. 273 * pointers.
271 */ 274 */
272 275int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 276fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
277{
274 object *tmp=NULL; 278 object *tmp = NULL;
275 int mflags; 279 int mflags;
276 280
277 if (!spob->other_arch) 281 if (!spob->other_arch)
278 return 0; 282 return 0;
279 283
280 tmp=arch_to_object(spob->other_arch); 284 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 285 if (tmp == NULL)
282 return 0; 286 return 0;
283 287
284 /* peterm: level dependency for bolts */ 288 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 289 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 290 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 291 if (spob->slaying)
292 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
292 297
293 tmp->direction=dir; 298 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
296 301
297 set_owner(tmp,op); 302 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
299 304
300 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 307 tmp->map = op->map;
303 308
309 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp);
307 return 0;
308 } 312 {
313 tmp->destroy ();
314 return 0;
315 }
316
317 tmp->map = newmap;
318
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 322 {
323 tmp->destroy ();
312 return 0; 324 return 0;
313 } 325 }
314 tmp->x=op->x; 326
315 tmp->y=op->y; 327 tmp->x = op->x;
328 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 329 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 330 tmp->map = op->map;
318 } 331 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 334 move_bolt (tmp);
335
321 return 1; 336 return 1;
322} 337}
323
324
325 338
326/*************************************************************************** 339/***************************************************************************
327 * 340 *
328 * BULLET/BALL CODE 341 * BULLET/BALL CODE
329 * 342 *
330 ***************************************************************************/ 343 ***************************************************************************/
331 344
332/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 347 * At least that is what I think this does.
335 */ 348 */
349void
336void explosion(object *op) { 350explosion (object *op)
337 object *tmp; 351{
338 mapstruct *m=op->map; 352 maptile *m = op->map;
339 int i; 353 int i;
340 354
341 if(--(op->duration)<0) { 355 if (--op->duration < 0)
342 remove_ob(op);
343 free_object(op);
344 return;
345 } 356 {
357 op->destroy ();
358 return;
359 }
360
346 hit_map(op,0,op->attacktype,0); 361 hit_map (op, 0, op->attacktype, 0);
347 362
348 if(op->range>0) { 363 if (op->range > 0)
349 for(i=1;i<9;i++) { 364 {
365 for (i = 1; i < 9; i++)
366 {
350 sint16 dx,dy; 367 sint16 dx, dy;
351 368
352 dx=op->x+freearr_x[i]; 369 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
354 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 373 * out of map, etc.
356 */ 374 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 376 {
359 copy_object(op,tmp); 377 object *tmp = op->clone ();
360 tmp->state=0; 378
361 tmp->speed_left= -0.21; 379 tmp->state = 0;
362 tmp->range--; 380 tmp->speed_left = -0.21f;
363 tmp->value=0; 381 tmp->range--;
364 tmp->x=dx; 382 tmp->value = 0;
365 tmp->y=dy; 383
366 insert_ob_in_map(tmp,m,op,0); 384 m->insert (tmp, dx, dy, op);
385 }
386 }
367 } 387 }
368 }
369 }
370} 388}
371
372 389
373/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
375 * explode. 392 * explode.
376 */ 393 */
394void
377void explode_bullet(object *op) 395explode_bullet (object *op)
378{ 396{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 397 object *tmp, *owner;
381 398
382 if (op->other_arch == NULL) { 399 if (op->other_arch == NULL)
400 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 402 op->destroy ();
385 free_object (op); 403 return;
386 return;
387 } 404 }
388 405
389 if (op->env) { 406 if (op->env)
390 object *env; 407 {
408 object *env = op->outer_env ();
391 409
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 410 if (!env->map || out_of_map (env->map, env->x, env->y))
411 {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op); 413 op->destroy ();
396 free_object (op);
397 return; 414 return;
398 } 415 }
399 remove_ob (op); 416
400 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
401 op->y = env->y; 418 }
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) { 419 else if (out_of_map (op->map, op->x, op->y))
420 {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op); 422 op->destroy ();
406 free_object (op); 423 return;
407 return;
408 } 424 }
409 425
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything 427 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 { 430 {
415 remove_ob (op); 431 op->destroy ();
416 free_object (op); 432 return;
433 }
434
435 if (op->attacktype)
436 {
437 hit_map (op, 0, op->attacktype, 1);
438 if (op->destroyed ())
417 return; 439 return;
418 } 440 }
419 441
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
428 444
429 copy_owner (tmp, op); 445 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 447
433 owner = get_owner(op); 448 owner = op->owner;
449
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
435 !tailor_god_spell(tmp, owner)) {
436 remove_ob (op);
437 free_object (op);
438 return;
439 } 451 {
440 tmp->x = op->x; 452 op->destroy ();
441 tmp->y = op->y; 453 return;
454 }
442 455
443 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
458 {
445 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 460 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 461 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 462 tmp->duration = op->duration;
449 } else { 463 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 464 else
465 {
466 if (op->attacktype & AT_MAGIC)
467 tmp->attacktype |= AT_MAGIC;
468
451 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 473 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 474 * the count of the parent should work fine.
457 */ 475 */
458 tmp->stats.maxhp = op->count; 476 tmp->stats.maxhp = op->count;
459 } 477 }
460 478
461 /* Set direction of cone explosion */ 479 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 480 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
464 482
465 /* Prevent recursion */ 483 /* Prevent recursion */
466 op->move_on = 0; 484 op->move_on = 0;
467 485
468 insert_ob_in_map(tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
469 /* remove the firebullet */ 489 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 490 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 491}
475
476
477 492
478/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
480 */ 495 */
481 496void
482void check_bullet(object *op) 497check_bullet (object *op)
483{ 498{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 499 object *tmp;
486 int dam, mflags; 500 int dam, mflags;
487 mapstruct *m; 501 maptile *m;
488 sint16 sx, sy; 502 sint16 sx, sy;
489 503
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 504 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 505
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 506 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 507 return;
494 508
495 if (op->other_arch) { 509 if (op->other_arch)
510 {
496 /* explode object will also remove op */ 511 /* explode object will also remove op */
497 explode_bullet (op); 512 explode_bullet (op);
498 return; 513 return;
499 } 514 }
500 515
501 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 517 if (!(mflags & P_IS_ALIVE))
518 return;
503 519
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
505 { 521 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 523 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 526 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 528 {
514 free_object(op); 529 op->destroy ();
515 return; 530 return;
516 } 531 }
517 } 532 }
518 } 533 }
519 } 534 }
520} 535}
521
522 536
523/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 538 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
527 */ 541 */
528 542void
529void move_bullet(object *op) 543move_bullet (object *op)
530{ 544{
531 sint16 new_x, new_y; 545 sint16 new_x, new_y;
532 int mflags; 546 int mflags;
533 mapstruct *m; 547 maptile *m;
534 548
535#if 0 549#if 0
536 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
537 551
538 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 554 if (op->stats.sp == SP_METEOR)
555 {
541 replace_insert_ob_in_map("fire_trail",op); 556 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
543 return; 558 return;
544 } /* end addition. */ 559 } /* end addition. */
545#endif 560#endif
546 561
547 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 563 if (--op->range <= 0)
564 {
549 if (op->other_arch) { 565 if (op->other_arch)
550 explode_bullet (op); 566 explode_bullet (op);
551 } else { 567 else
552 remove_ob (op); 568 op->destroy ();
553 free_object (op); 569
554 }
555 return; 570 return;
556 } 571 }
557 572
558 new_x = op->x + DIRX(op); 573 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 574 new_y = op->y + DIRY (op);
560 m = op->map; 575 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 577
563 if (mflags & P_OUT_OF_MAP) { 578 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 579 {
565 free_object (op); 580 op->destroy ();
566 return; 581 return;
567 } 582 }
568 583
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
585 {
570 if (op->other_arch) { 586 if (op->other_arch)
571 explode_bullet (op); 587 explode_bullet (op);
572 } else { 588 else
573 remove_ob (op); 589 op->destroy ();
574 free_object (op); 590
575 }
576 return; 591 return;
577 } 592 }
578 593
579 remove_ob (op); 594 if (!(op = m->insert (op, new_x, new_y, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 595 return;
584 596
585 if (reflwall (op->map, op->x, op->y, op)) { 597 if (reflwall (op->map, op->x, op->y, op))
598 {
586 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 600 update_turn_face (op);
588 } else { 601 }
602 else
589 check_bullet (op); 603 check_bullet (op);
590 }
591} 604}
592
593
594
595 605
596/* fire_bullet 606/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 610 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
602 * pointers. 612 * pointers.
603 */ 613 */
604 614int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 615fire_bullet (object *op, object *caster, int dir, object *spob)
616{
606 object *tmp=NULL; 617 object *tmp = NULL;
607 int mflags; 618 int mflags;
608 619
609 if (!spob->other_arch) 620 if (!spob->other_arch)
610 return 0; 621 return 0;
611 622
612 tmp=arch_to_object(spob->other_arch); 623 tmp = spob->other_arch->instance ();
613 if(tmp==NULL) 624 if (!tmp)
614 return 0; 625 return 0;
615 626
616 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 630 if (spob->slaying)
631 tmp->slaying = spob->slaying;
620 632
621 tmp->range = 50; 633 tmp->range = 50;
622 634
623 /* Need to store duration/range for the ball to use */ 635 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 638 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 639
628 tmp->direction=dir; 640 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 642 SET_ANIMATION (tmp, dir);
631 643
632 set_owner(tmp,op); 644 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
634 646
635 tmp->x=op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 649 tmp->map = op->map;
638 650
651 maptile *newmap;
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 653 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp);
642 return 0;
643 } 654 {
655 tmp->destroy ();
656 return 0;
657 }
658
659 tmp->map = newmap;
660
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
662 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 664 {
665 tmp->destroy ();
647 return 0; 666 return 0;
648 } 667 }
649 tmp->x=op->x; 668
650 tmp->y=op->y; 669 tmp->x = op->x;
670 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 671 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 672 tmp->map = op->map;
653 } 673 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 674
675 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 676 check_bullet (tmp);
656 } 677
657 return 1; 678 return 1;
658} 679}
659
660
661
662 680
663/***************************************************************************** 681/*****************************************************************************
664 * 682 *
665 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
666 * 684 *
667 *****************************************************************************/ 685 *****************************************************************************/
668 686
669
670/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
688void
671void cone_drop(object *op) { 689cone_drop (object *op)
690{
672 object *new_ob = arch_to_object(op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
673 692
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 693 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 694 new_ob->set_owner (op->owner);
678 695
679 /* preserve skill ownership */ 696 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 697 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill); 698 new_ob->skill = op->skill;
682 new_ob->skill = add_refcount(op->skill); 699
683 } 700 new_ob->insert_at (op, op);
684 insert_ob_in_map(new_ob,op->map,op,0);
685
686} 701}
687 702
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 704
705void
690void move_cone(object *op) { 706move_cone (object *op)
707{
691 int i; 708 int i;
692 tag_t tag;
693 709
694 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 711 if (!op->map)
696 LOG(llevError,"Tried to move_cone object %s without a map.\n",
697 op->name ? op->name : "unknown");
698 op->speed = 0;
699 update_ob_speed (op);
700 return;
701 } 712 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0);
715 return;
716 }
702 717
703 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
720 {
705 hit_map(op,0,op->attacktype,0); 721 hit_map (op, 0, op->attacktype, 0);
706 return; 722 return;
707 } 723 }
708 724
709#if 0 725#if 0
710 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 727 * when their cone dies when they die.
712 */ 728 */
713 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 730 if (op->owner == NULL)
715 remove_ob(op); 731 {
716 free_object(op); 732 op->destroy ();
717 return; 733 return;
718 } 734 }
719#endif 735#endif
720 736
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 737 hit_map (op, 0, op->attacktype, 0);
723 738
724 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
726 * degree. 741 * degree.
727 */ 742 */
743 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 744 check_spell_knockback (op);
729 745
730 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
747 return;
748
749 if ((op->duration--) < 0)
750 {
751 op->destroy ();
731 return; 752 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 753 }
738 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 755 * any further. When the duration above expires,
740 * then the object will get removed. 756 * then the object will get removed.
741 */ 757 */
742 if (--op->range < 0) { 758 if (--op->range < 0)
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 } 759 {
760 op->range = 0; /* just so it doesn't wrap */
761 return;
762 }
746 763
747 for(i= -1;i<2;i++) { 764 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 765 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
750 767
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 769 {
753 copy_object(op, tmp); 770 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 771
757 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
758 773
759 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 776
762 if (tmp->other_arch) cone_drop(tmp); 777 op->map->insert (tmp, x, y, op);
763 } 778
779 if (tmp->other_arch)
780 cone_drop (tmp);
781 }
764 } 782 }
765} 783}
766 784
767/* cast_cone: casts a cone spell. 785/* cast_cone: casts a cone spell.
768 * op: person firing the object. 786 * op: person firing the object.
770 * dir: direction to fire in. 788 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 789 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 790 * to fire.
773 * returns 0 on failure, 1 on success. 791 * returns 0 on failure, 1 on success.
774 */ 792 */
793int
775int cast_cone(object *op, object *caster,int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
776{ 795{
777 object *tmp; 796 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 797 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 798 maptile *m;
780 sint16 sx, sy; 799 sint16 sx, sy;
781 MoveType movetype; 800 MoveType movetype;
782 801
783 if (!spell->other_arch) return 0; 802 if (!spell->other_arch)
784
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
786 op->attacktype & AT_TURN_UNDEAD) {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!");
789 return 0; 803 return 0;
804
805 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
790 } 806 {
807 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
808 return 0;
809 }
791 810
792 if(!dir) { 811 if (!dir)
793 range_min= 0;
794 range_max=8;
795 } 812 {
813 range_min = 0;
814 range_max = 8;
815 }
796 816
797 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 819 * insert it into is blocked.
800 */ 820 */
801 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
802 822
803 for(i=range_min;i<=range_max;i++) { 823 for (i = range_min; i <= range_max; i++)
824 {
804 sint16 x,y, d; 825 sint16 x, y, d;
805 826
806 /* We can't use absdir here, because it never returns 827 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 828 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 829 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 830 * to hit that person.
810 */ 831 */
811 d = dir + i; 832 d = dir + i;
812 while (d < 0) d+=8; 833 while (d < 0)
813 while (d > 8) d-=8; 834 d += 8;
835 while (d > 8)
836 d -= 8;
814 837
815 /* If it's not a rune, we don't want to blast the caster. 838 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified, 839 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 840 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 841 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 842 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 843 * for the rune code.
821 */ 844 */
822 if (caster->type != RUNE && d==0) { 845 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8; 846 {
824 else continue; 847 if (dir != 0)
825 } 848 d = 8;
849 else
850 continue;
851 }
826 852
827 x = op->x+freearr_x[d]; 853 x = op->x + freearr_x[d];
828 y = op->y+freearr_y[d]; 854 y = op->y + freearr_y[d];
829 855
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 856 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 857 continue;
832 858
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 860 continue;
835 861
836 success=1; 862 success = 1;
837 tmp=arch_to_object(spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 864 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 867 tmp->attacktype = spell->attacktype;
844 868
845 /* holy word stuff */ 869 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 871 if (!tailor_god_spell (tmp, op))
848 } 872 return 0;
849 873
850 if(dir) 874 if (dir)
851 tmp->stats.sp=dir; 875 tmp->stats.sp = dir;
852 else 876 else
853 tmp->stats.sp=i; 877 tmp->stats.sp = i;
854 878
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 879 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 880
857 /* If casting it in all directions, it doesn't go as far */ 881 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 882 if (dir == 0)
883 {
859 tmp->range /= 4; 884 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 885 if (tmp->range < 2 && spell->range >= 2)
861 } 886 tmp->range = 2;
887 }
888
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 889 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 890 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 891
865 /* Special bonus for fear attacks */ 892 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 893 if (tmp->attacktype & AT_FEAR)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 894 {
868 else 895 if (caster->type == PLAYER)
896 tmp->duration += fear_bonus[caster->stats.Cha];
897 else
869 tmp->duration += caster->level/3; 898 tmp->duration += caster->level / 3;
870 } 899 }
900
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 901 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 902 {
873 else 903 if (caster->type == PLAYER)
904 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
905 else
874 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
875 } 907 }
876 908
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
880 spell->other_arch->name);
881 911
882 if (!tmp->move_on && tmp->stats.dam) { 912 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 914
915 m->insert (tmp, sx, sy, op);
916
889 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 918 * a single space too many times.
891 */ 919 */
892 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
893 921
894 if(tmp->other_arch) cone_drop(tmp); 922 if (tmp->other_arch)
923 cone_drop (tmp);
895 } 924 }
925
896 return success; 926 return success;
897} 927}
898 928
899/**************************************************************************** 929/****************************************************************************
900 * 930 *
901 * BOMB related code 931 * BOMB related code
902 * 932 *
903 ****************************************************************************/ 933 ****************************************************************************/
904 934
905
906/* This handles an exploding bomb. 935/* This handles an exploding bomb.
907 * op is the original bomb object. 936 * op is the original bomb object.
908 */ 937 */
938void
909void animate_bomb(object *op) { 939animate_bomb (object *op)
910 int i; 940{
911 object *env, *tmp;
912 archetype *at;
913
914 if(op->state!=NUM_ANIMATIONS(op)-1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
915 return; 942 return;
916 943
944 object *env = op->outer_env ();
917 945
918 env = object_get_env_recursive(op);
919
920 if (op->env) { 946 if (op->env)
947 {
921 if (env->map == NULL) 948 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 949 return;
950
951 if (!(op = op->insert_at (env, op)))
952 return;
942 } 953 }
943 954
955 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
956 // on a safe map. I don't like this special casing, but it seems to be neccessary
957 // as bombs can be carried.
958 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
959 {
960 op->destroy ();
961 return;
962 }
963
944 /* This copies a lot of the code from the fire bullet, 964 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 966 * so just set up the appropriate values.
947 */ 967 */
948 at = find_archetype(SPLINT); 968 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 969 {
950 for(i=1;i<9;i++) { 970 for (int i = 1; i < 9; i++)
971 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 973 continue;
953 tmp = arch_to_object(at); 974
975 object *tmp = arch_to_object (at);
954 tmp->direction = i; 976 tmp->direction = i;
955 tmp->range = op->range; 977 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 979 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 981 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 982 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 983 tmp->skill = op->skill;
962 tmp->skill = add_refcount(op->skill); 984
985 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
986 SET_ANIMATION (tmp, i);
987
988 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
989 move_bullet (tmp);
990 }
963 } 991 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i);
966 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp);
970 }
971 }
972 992
973 explode_bullet(op); 993 explode_bullet (op);
974} 994}
975 995
996int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 997create_bomb (object *op, object *caster, int dir, object *spell)
977 998{
978 object *tmp; 999 object *tmp;
979 int mflags; 1000 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1002 maptile *m;
982 1003
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1004 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1006 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1008 return 0;
987 } 1009 }
1010
988 tmp=arch_to_object(spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
989 1012
990 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1016 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1017 tmp->attacktype = spell->attacktype;
995 1018
996 set_owner(tmp,op); 1019 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1020 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1021
999 tmp->y=dy; 1022 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1023 return 1;
1002} 1024}
1003 1025
1004/**************************************************************************** 1026/****************************************************************************
1005 * 1027 *
1006 * smite related spell code. 1028 * smite related spell code.
1014 * dir is the direction to look in. 1036 * dir is the direction to look in.
1015 * range is how far out to look. 1037 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
1018 */ 1040 */
1019 1041object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1042get_pointed_target (object *op, int dir, int range, int type)
1043{
1021 object *target; 1044 object *target;
1022 sint16 x,y; 1045 sint16 x, y;
1023 int dist, mflags; 1046 int dist, mflags;
1024 mapstruct *mp; 1047 maptile *mp;
1025 1048
1026 if (dir==0) return NULL; 1049 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1050 return NULL;
1048}
1049 1051
1052 for (dist = 1; dist < range; dist++)
1053 {
1054 x = op->x + freearr_x[dir] * dist;
1055 y = op->y + freearr_y[dir] * dist;
1056 mp = op->map;
1057 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1058
1059 if (mflags & P_OUT_OF_MAP)
1060 return NULL;
1061 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1062 return NULL;
1063 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1064 return NULL;
1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1066 return NULL;
1067
1068 if (mflags & P_IS_ALIVE)
1069 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1070 if (QUERY_FLAG (target, FLAG_MONSTER))
1071 return target;
1072 }
1073
1074 return NULL;
1075}
1050 1076
1051/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1053 * usual params - 1079 * usual params -
1054 * op = player 1080 * op = player
1055 * caster = object casting the spell. 1081 * caster = object casting the spell.
1056 * dir = direction being cast 1082 * dir = direction being cast
1057 * spell = spell object 1083 * spell = spell object
1058 */ 1084 */
1059 1085int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1087{
1061 object *effect, *target; 1088 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1089 object *god = find_god (determine_god (op));
1063 int range; 1090 int range;
1064 1091
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1092 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1093 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1094
1068 /* Bunch of conditions for casting this spell. Note that only 1095 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1096 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1097 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very 1098 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1099 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1100 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1101 * can't be friendly to your god.
1075 */ 1102 */
1076 1103
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1104 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1105 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1106 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1107 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1108 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1109 return 0;
1083 } 1110 }
1084 1111
1085 if (spell->other_arch) 1112 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1113 effect = arch_to_object (spell->other_arch);
1087 else 1114 else
1088 return 0; 1115 return 0;
1089 1116
1090 /* tailor the effect by priest level and worshipped God */ 1117 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1118 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1119 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1120 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1121 {
1094 if(tailor_god_spell(effect,op)) 1122 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1123 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1124 else
1125 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1126 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1127 return 0;
1100 } 1128 }
1101 } 1129 }
1102 1130
1103 /* size of the area of destruction */ 1131 /* size of the area of destruction */
1104 effect->range=spell->range + 1132 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1133 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1134
1109 if (effect->attacktype & AT_DEATH) { 1135 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1136 {
1111 SP_level_dam_adjust(caster,spell); 1137 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1138
1113 /* casting death spells at undead isn't a good thing */ 1139 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1140 if (QUERY_FLAG (target, FLAG_UNDEAD))
1141 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1142 if (random_roll (0, 2, op, PREFER_LOW))
1143 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1144 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1145 effect->x = op->x;
1118 effect->y=op->y; 1146 effect->y = op->y;
1119 } else { 1147 }
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1148 else
1121 query_name(target)); 1149 {
1150 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1122 target->stats.hp = target->stats.maxhp*2; 1151 target->stats.hp = target->stats.maxhp * 2;
1123 free_object(effect); 1152 effect->destroy ();
1124 return 0; 1153 return 0;
1154 }
1155 }
1125 } 1156 }
1126 } 1157 else
1127 } else { 1158 {
1128 /* how much woe to inflict :) */ 1159 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1160 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1161 }
1132 1162
1133 set_owner(effect,op); 1163 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1164 set_spell_skill (op, caster, spell, effect);
1135 1165
1136 /* ok, tell it where to be, and insert! */ 1166 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1167 effect->insert_at (target, op);
1138 effect->y=target->y; 1168
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1169 return 1;
1142} 1170}
1143
1144 1171
1145/**************************************************************************** 1172/****************************************************************************
1146 * 1173 *
1147 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1148 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1176 * code here is just to move the missile.
1150 ****************************************************************************/ 1177 ****************************************************************************/
1151 1178
1152/* op is a missile that needs to be moved */ 1179/* op is a missile that needs to be moved */
1180void
1153void move_missile(object *op) { 1181move_missile (object *op)
1182{
1154 int i, mflags; 1183 int i, mflags;
1155 object *owner; 1184 object *owner;
1156 sint16 new_x, new_y; 1185 sint16 new_x, new_y;
1157 mapstruct *m; 1186 maptile *m;
1158 1187
1159 if (op->range-- <=0) { 1188 if (op->range-- <= 0)
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 } 1189 {
1190 op->destroy ();
1191 return;
1192 }
1164 1193
1165 owner = get_owner(op); 1194 owner = op->owner;
1166#if 0 1195#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by 1196 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive 1197 * monster that are then killed would continue to survive
1169 */ 1198 */
1170 if (owner == NULL) { 1199 if (owner == NULL)
1171 remove_ob(op); 1200 {
1172 free_object(op); 1201 op->destroy ();
1173 return; 1202 return;
1174 } 1203 }
1175#endif 1204#endif
1176 1205
1177 new_x = op->x + DIRX(op); 1206 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1207 new_y = op->y + DIRY (op);
1179 1208
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1209 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1181 1210
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1211 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1184 tag_t tag = op->count; 1212 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1213 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1214 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1215 * we need to remove it if someone hasn't already done so.
1188 */ 1216 */
1189 if ( ! was_destroyed (op, tag)) { 1217 if (!op->destroyed ())
1190 remove_ob (op); 1218 op->destroy ();
1191 free_object(op);
1192 }
1193 return;
1194 }
1195 1219
1196 remove_ob(op); 1220 return;
1221 }
1222
1223 op->remove ();
1224
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op);
1199 return;
1200 } 1226 {
1201 op->x = new_x; 1227 op->destroy ();
1202 op->y = new_y; 1228 return;
1203 op->map = m; 1229 }
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1230
1231 i = spell_find_dir (m, new_x, new_y, op->owner);
1205 if(i > 0 && i != op->direction){ 1232 if (i > 0 && i != op->direction)
1233 {
1206 op->direction=i; 1234 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1235 SET_ANIMATION (op, op->direction);
1208 } 1236 }
1209 insert_ob_in_map(op,op->map,op,0); 1237
1238 m->insert (op, new_x, new_y, op);
1210} 1239}
1211 1240
1212/**************************************************************************** 1241/****************************************************************************
1213 * Destruction 1242 * Destruction
1214 ****************************************************************************/ 1243 ****************************************************************************/
1244
1215/* make_object_glow() - currently only makes living objects glow. 1245/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1246 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1220 */ 1250 */
1221 1251int
1222int make_object_glow(object *op, int radius, int time) { 1252make_object_glow (object *op, int radius, int time)
1223 object *tmp; 1253{
1224
1225 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1256 return 0;
1228 1257
1229 tmp=get_archetype(FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1260 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1262 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1265
1237 tmp->x=op->x;
1238 tmp->y=op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1241 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1243 1270
1244 if(!tmp->env||op!=tmp->env) {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1246 op->name);
1247 return 0;
1248 }
1249 return 1; 1271 return 1;
1250} 1272}
1251 1273
1252 1274int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1275cast_destruction (object *op, object *caster, object *spell_ob)
1276{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1277 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1278 sint16 sx, sy;
1258 mapstruct *m; 1279 maptile *m;
1259 object *tmp; 1280 object *tmp;
1260 const char *skill; 1281 const char *skill;
1261 1282
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1283 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1284 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1285 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1286 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1287 friendly = 1;
1266 1288
1267 /* destruction doesn't use another spell object, so we need 1289 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1290 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1291 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through 1292 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1293 * the full share string/free_string route.
1272 */ 1294 */
1273 skill = op->skill; 1295 skill = op->skill;
1296 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1298 else if (caster->skill)
1299 op->skill = caster->skill;
1300 else
1276 else op->skill = NULL; 1301 op->skill = NULL;
1277 1302
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1279 1304
1280 for(i= -range; i<range; i++) { 1305 for (i = -range; i < range; i++)
1306 {
1281 for(j=-range; j<range ; j++) { 1307 for (j = -range; j < range; j++)
1308 {
1282 m = op->map; 1309 m = op->map;
1283 sx = op->x + i; 1310 sx = op->x + i;
1284 sy = op->y + j; 1311 sy = op->y + j;
1312
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1314 if (mflags & P_OUT_OF_MAP)
1315 continue;
1316
1287 if (mflags & P_IS_ALIVE) { 1317 if (mflags & P_IS_ALIVE)
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1318 {
1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1290 } 1321 break;
1291 if (tmp) {
1292 if (tmp->head) tmp=tmp->head;
1293 1322
1323 if (tmp)
1324 {
1325 if (tmp->head)
1326 tmp = tmp->head;
1327
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1328 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1329 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1330 {
1331 if (spell_ob->subtype == SP_DESTRUCTION)
1332 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1334 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1300 tmp->x = sx; 1336 }
1301 tmp->y = sy; 1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1302 insert_ob_in_map(tmp, m, op, 0); 1338 {
1303 }
1304 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1306 tmp->resist[ATNR_MAGIC]!=100) {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1309 effect->x = sx; 1341 }
1310 effect->y = sy; 1342 }
1311 insert_ob_in_map(effect, m, op, 0); 1343 }
1312 } 1344 }
1313 } 1345 }
1314 }
1315 }
1316 } 1346 }
1317 } 1347
1318 }
1319 op->skill = skill; 1348 op->skill = skill;
1320 return 1; 1349 return 1;
1321} 1350}
1322 1351
1323/*************************************************************************** 1352/***************************************************************************
1324 * 1353 *
1325 * CURSE 1354 * CURSE
1326 * 1355 *
1327 ***************************************************************************/ 1356 ***************************************************************************/
1328 1357
1358int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1359cast_curse (object *op, object *caster, object *spell_ob, int dir)
1360{
1330 object *god = find_god(determine_god(op)); 1361 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1362 object *tmp, *force;
1332 1363
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1364 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1365 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 } 1366 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1368 return 0;
1369 }
1340 1370
1371 tmp = tmp->head_ ();
1372
1341 /* If we've already got a force of this type, don't add a new one. */ 1373 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1374 for (force = tmp->inv; force; force = force->below)
1375 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1377 {
1344 if (force->name == spell_ob->name) { 1378 if (force->name == spell_ob->name)
1345 break; 1379 {
1346 } 1380 break;
1381 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1382 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1383 {
1349 "You can not cast %s while %s is in effect", 1384 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1350 spell_ob->name, force->name_pl); 1385 return 0;
1351 return 0; 1386 }
1387 }
1352 } 1388 }
1353 } 1389
1390 if (!force)
1354 } 1391 {
1355
1356 if(force==NULL) {
1357 force=get_archetype(FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name); 1394
1360 if (spell_ob->race) 1395 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1396 force->name = spell_ob->race;
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else { 1397 else
1398 force->name = spell_ob->name;
1399
1400 force->name_pl = spell_ob->name;
1401
1402 }
1403 else
1404 {
1368 int duration; 1405 int duration;
1369 1406
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1407 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1408 if (duration > force->duration)
1409 {
1372 force->duration = duration; 1410 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1374 } else { 1412 }
1413 else
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1415
1377 return 1; 1416 return 1;
1378 } 1417 }
1418
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1420 force->speed = 1.f;
1381 force->speed_left = -1.0; 1421 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1383 1423
1384 if(god) { 1424 if (god)
1425 {
1385 if (spell_ob->last_grace) 1426 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1427 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1428 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1429 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1430 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1390 "You are a victim of %s's curse!",god->name); 1431 }
1391 } else 1432 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1433 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1434
1394 1435
1395 if(tmp!=op && op->type==PLAYER) 1436 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1437 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1438
1398 force->stats.ac = spell_ob->stats.ac; 1439 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1440 force->stats.wc = spell_ob->stats.wc;
1400 1441
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1442 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1443 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1444 tmp->update_stats ();
1404 return 1; 1445 return 1;
1405 1446
1406} 1447}
1407
1408 1448
1409/********************************************************************** 1449/**********************************************************************
1410 * mood change 1450 * mood change
1411 * Arguably, this may or may not be an attack spell. But since it 1451 * Arguably, this may or may not be an attack spell. But since it
1412 * effects monsters, it seems best to put it into this file 1452 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1453 ***********************************************************************/
1414 1454
1415/* This covers the various spells that change the moods of monsters - 1455/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1456 * makes them angry, peacful, friendly, etc.
1417 */ 1457 */
1458int
1418int mood_change(object *op, object *caster, object *spell) { 1459mood_change (object *op, object *caster, object *spell)
1460{
1419 object *tmp, *god, *head; 1461 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1462 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1463 sint16 x, y, nx, ny;
1422 mapstruct *m; 1464 maptile *m;
1423 const char *race; 1465 const char *race;
1424 1466
1425 /* We precompute some values here so that we don't have to keep 1467 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1468 * doing it over and over again.
1427 */ 1469 */
1428 god=find_god(determine_god(op)); 1470 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1471 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1472 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1473
1432 /* On the bright side, no monster should ever have a race of GOD_... 1474 /* On the bright side, no monster should ever have a race of GOD_...
1433 * so even if the player doesn't worship a god, if race=GOD_.., it 1475 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1476 * won't ever match anything.
1435 */ 1477 */
1436 if (!spell->race) race=NULL; 1478 if (!spell->race)
1479 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1480 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1481 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1482 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1483 race = god->race;
1484 else
1439 else race = spell->race; 1485 race = spell->race;
1440
1441 1486
1442 for (x = op->x - range; x <= op->x + range; x++) 1487 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1488 for (y = op->y - range; y <= op->y + range; y++)
1444 1489 {
1445 done_one=0; 1490 done_one = 0;
1446 m = op->map; 1491 m = op->map;
1447 nx = x; 1492 nx = x;
1448 ny = y; 1493 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1495 if (mflags & P_OUT_OF_MAP)
1496 continue;
1451 1497
1452 /* If there is nothing living on this space, no need to go further */ 1498 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1499 if (!(mflags & P_IS_ALIVE))
1500 continue;
1454 1501
1502 // players can only affect spaces that they can actually see
1503 if (caster && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70)
1505 continue;
1506
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1509 break;
1457 1510
1458 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1512 if (!tmp || tmp->type == PLAYER)
1513 continue;
1460 1514
1461 /* Only the head has meaningful data, so resolve to that */ 1515 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1516 if (tmp->head)
1463 else head=tmp; 1517 head = tmp->head;
1518 else
1519 head = tmp;
1464 1520
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1521 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1522 if (race && head->race && !strstr (race, head->race))
1523 continue;
1524
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1526 continue;
1468 1527
1469 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1529 best_at = -1;
1471 if (spell->attacktype) { 1530 if (spell->attacktype)
1531 {
1472 for (at=0; at < NROFATTACKS; at++) 1532 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1533 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1534 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at;
1475 1536
1476 if (best_at == -1) at=0; 1537 if (best_at == -1)
1538 at = 0;
1477 else { 1539 else
1540 {
1478 if (head->resist[best_at] == 100) continue; 1541 if (head->resist[best_at] == 100)
1479 else at = head->resist[best_at] / 5; 1542 continue;
1480 } 1543 else
1544 at = head->resist[best_at] / 5;
1545 }
1481 at -= level / 5; 1546 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1547 if (did_make_save (head, head->level, at))
1483 } 1548 continue;
1549 }
1484 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1551 {
1485 /* 1552 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1553 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1554 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1556
1490 The chance will then be in the range [20-70] percent, not too bad. 1557 The chance will then be in the range [20-70] percent, not too bad.
1491 1558
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1559 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1560 charm a level 125 monster...
1494 1561
1495 Ryo, august 14th 1562 Ryo, august 14th
1496 */ 1563 */
1497 {
1498 if ( head->level > level ) continue; 1564 if (head->level > level)
1565 continue;
1566
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1568 /* Failed, no effect */
1501 continue; 1569 continue;
1502 } 1570 }
1503 1571
1504 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1505 1573
1506 /* aggravation */ 1574 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1578 remove_friendly_object (head);
1579 done_one = 1;
1580 head->enemy = op;
1581 }
1511 1582
1512 done_one = 1;
1513 head->enemy = op;
1514 }
1515
1516 /* calm monsters */ 1583 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1586 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1587 head->enemy = NULL;
1520 done_one = 1; 1588 done_one = 1;
1521 } 1589 }
1522 1590
1523 /* berserk monsters */ 1591 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 {
1525 SET_FLAG(head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1595 done_one = 1;
1527 } 1596 }
1597
1528 /* charm */ 1598 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1530 SET_FLAG(head, FLAG_FRIENDLY); 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1533 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1607 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1609 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1610 head->attack_movement = PETMOVE;
1539 done_one = 1; 1611 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1612 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1613 head->stats.exp = 0;
1542 } 1614 }
1543 1615
1544 /* If a monster was effected, put an effect in */ 1616 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1617 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1619 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1620
1553 return 1; 1621 return 1;
1554} 1622}
1555 1623
1556 1624
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1625/* Move_ball_spell: This handles ball type spells that just sort of wander
1558 * about. was called move_ball_lightning, but since more than the ball 1626 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1627 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1628 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1629 * note that duration is handled by process_object() in time.c
1562 */ 1630 */
1563 1631
1632void
1564void move_ball_spell(object *op) { 1633move_ball_spell (object *op)
1634{
1565 int i,j,dam_save,dir, mflags; 1635 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1636 sint16 nx, ny, hx, hy;
1567 object *owner; 1637 object *owner;
1568 mapstruct *m; 1638 maptile *m;
1569 1639
1570 owner = get_owner(op); 1640 owner = op->owner;
1571 1641
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1642 /* the following logic makes sure that the ball doesn't move into a wall,
1573 * and makes sure that it will move along a wall to try and get at it's 1643 * and makes sure that it will move along a wall to try and get at it's
1574 * victim. The block immediately below more or less chooses a random 1644 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1645 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1646 * deviations.
1577 */ 1647 */
1578 1648
1579 dir = 0; 1649 dir = 0;
1580 if(!(rndm(0, 3))) 1650 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1651 j = rndm (0, 1);
1582 else j=0; 1652 else
1653 j = 0;
1583 1654
1584 for(i = 1; i < 9; i++) { 1655 for (i = 1; i < 9; i++)
1656 {
1585 /* i bit 0: alters sign of offset 1657 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1658 * other bits (i / 2): absolute value of offset
1587 */ 1659 */
1588 1660
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1662 int tmpdir = absdir (op->direction + offset);
1591 1663
1592 nx = op->x + freearr_x[tmpdir]; 1664 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1665 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1666 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1667 {
1596 dir = tmpdir; 1668 dir = tmpdir;
1597 break; 1669 break;
1598 } 1670 }
1599 } 1671 }
1600 if (dir == 0) { 1672 if (dir == 0)
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 } 1673 {
1674 nx = op->x;
1675 ny = op->y;
1676 m = op->map;
1677 }
1605 1678
1606 remove_ob(op); 1679 m->insert (op, nx, ny, op);
1607 op->y=ny; 1680
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1681 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1682 surrounding squares */
1613 1683
1614 /* loop over current square and neighbors to hit. 1684 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1685 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1686 * the surround spaces.
1617 */ 1687 */
1618 for(j=0;j<9;j++) { 1688 for (j = 0; j < 9; j++)
1619 object *new_ob; 1689 {
1620
1621 hx = nx+freearr_x[j]; 1690 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1691 hy = ny + freearr_y[j];
1623 1692
1624 m = op->map; 1693 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1695
1627 if (mflags & P_OUT_OF_MAP) continue; 1696 if (mflags & P_OUT_OF_MAP)
1697 continue;
1628 1698
1629 /* first, don't ever, ever hit the owner. Don't hit out 1699 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1700 * of the map either.
1631 */ 1701 */
1632 1702
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1634 if(j) op->stats.dam = dam_save/2; 1704 {
1705 if (j)
1706 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1707 hit_map (op, j, op->attacktype, 1);
1636 1708
1637 } 1709 }
1638 1710
1639 /* insert the other arch */ 1711 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1641 new_ob = arch_to_object(op->other_arch); 1713 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1714 }
1647 1715
1648 /* restore to the center location and damage*/ 1716 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1717 op->stats.dam = dam_save;
1650 1718
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1719 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1720
1653 if(i>=0) { /* we have a preferred direction! */ 1721 if (i >= 0)
1722 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1723 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1724 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1656 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1725 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1726 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1727
1659 op->direction=i; 1728 op->direction = i;
1660 } 1729 }
1661} 1730}
1662 1731
1663
1664/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1665 * This is an implementation of the swarm spell. It was written for 1733 * This is an implementation of the swarm spell. It was written for
1666 * meteor swarm, but it could be used for any swarm. A swarm spell 1734 * meteor swarm, but it could be used for any swarm. A swarm spell
1667 * is a special type of object that casts swarms of other types 1735 * is a special type of object that casts swarms of other types
1668 * of spells. Which spell it casts is flexible. It fires the spells 1736 * of spells. Which spell it casts is flexible. It fires the spells
1669 * from a set of squares surrounding the caster, in a given direction. 1737 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1738 */
1671 1739void
1672void move_swarm_spell(object *op) 1740move_swarm_spell (object *op)
1673{ 1741{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1742#if 0
1696 // this is bogus: it causes wrong places to be checked below 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1697 // (a wall 2 cells away will block the effect...) and 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1745 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1746 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1747 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1748#endif
1749 object *owner = op->env;
1743 1750
1751 if (!op->duration || !owner->is_on_map ())
1752 {
1753 op->destroy ();
1754 return;
1755 }
1756
1757 op->duration--;
1758
1759 int basedir = op->direction;
1760 if (!basedir)
1761 /* spray in all directions! 8) */
1762 basedir = (op->facing += op->state) % 8 + 1;
1763
1764#if 0
1765 // this is bogus: it causes wrong places to be checked below
1766 // (a wall 2 cells away will block the effect...) and
1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1768 // space.
1769 // should be fixed later, but correctness before features...
1770 // (schmorp)
1771
1772 /* new offset calculation to make swarm element distribution
1773 * more uniform
1774 */
1775 if (op->duration)
1776 {
1777 if (basedir & 1)
1778 {
1779 adjustdir = cardinal_adjust[rndm (0, 8)];
1780 }
1781 else
1782 {
1783 adjustdir = diagonal_adjust[rndm (0, 9)];
1784 }
1785 }
1786 else
1787 {
1788 adjustdir = 0; /* fire the last one from forward. */
1789 }
1790
1791 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1792 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1793
1794 /* back up one space so we can hit point-blank targets, but this
1795 * necessitates extra out_of_map check below
1796 */
1797 origin_x = target_x - freearr_x[basedir];
1798 origin_y = target_y - freearr_y[basedir];
1799
1800
1744 /* spell pointer is set up for the spell this casts. Since this 1801 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1802 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1803 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1804 * do some sanity checking anyways.
1748 */ 1805 */
1806
1807 if (op->spell && op->spell->type == SPELL &&
1808 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1809 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1749 1810 {
1811
1812 /* Bullet spells have a bunch more customization that needs to be done */
1813 if (op->spell->subtype == SP_BULLET)
1814 fire_bullet (owner, op, basedir, op->spell);
1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1816 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1817 }
1818#endif
1819
1820 /* spell pointer is set up for the spell this casts. Since this
1821 * should just be a pointer to the spell in some inventory,
1822 * it is unlikely to disappear by the time we need it. However,
1823 * do some sanity checking anyways.
1824 */
1825
1750 if (op->spell && op->spell->type == SPELL) 1826 if (op->spell && op->spell->type == SPELL)
1751 { 1827 {
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1757 } 1833 }
1758} 1834}
1759
1760
1761
1762 1835
1763/* fire_swarm: 1836/* fire_swarm:
1764 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1765 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1766 * the parts of the swarm. 1839 * the parts of the swarm.
1769 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1770 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1845 * n: the number to be fired.
1773 */ 1846 */
1774 1847int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1849{
1777 object *tmp;
1778 int i;
1779
1780 if (!spell->other_arch) return 0; 1850 if (!spell->other_arch)
1851 return 0;
1781 1852
1782 tmp=get_archetype(SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1783 tmp->x=op->x;
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1786 set_spell_skill(op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1787
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1790
1791 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1792 1858
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1795 return 1; 1861 return 1;
1796 } 1862
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1866
1801 tmp->direction=dir; 1867 tmp->direction = dir;
1802 tmp->invisible=1; 1868 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1871
1872 op->insert (tmp);
1873
1804 return 1; 1874 return 1;
1805} 1875}
1806
1807 1876
1808/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1809 * function. 1878 * function.
1810 */ 1879 */
1880int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1881cast_light (object *op, object *caster, object *spell, int dir)
1882{
1812 object *target=NULL,*tmp=NULL; 1883 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1884 sint16 x, y;
1814 int dam, mflags; 1885 int dam, mflags;
1815 mapstruct *m; 1886 maptile *m;
1816 1887
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1889
1819 if(!dir) { 1890 if (!dir)
1891 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 1893 return 0;
1822 } 1894 }
1823 1895
1824 x=op->x+freearr_x[dir]; 1896 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1897 y = op->y + freearr_y[dir];
1826 m = op->map; 1898 m = op->map;
1827 1899
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1900 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1901
1830 if (mflags & P_OUT_OF_MAP) { 1902 if (mflags & P_OUT_OF_MAP)
1903 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1905 return 0;
1833 } 1906 }
1834 1907
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1909 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head; 1914 if (target->head)
1915 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1916 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1917 return 1; /* one success only! */
1918 }
1842 } 1919 }
1843 }
1844 1920
1845 /* no live target, perhaps a wall is in the way? */ 1921 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1922 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1923 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1924 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1925 return 0;
1849 } 1926 }
1850 1927
1851 /* ok, looks groovy to just insert a new light on the map */ 1928 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 1929 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1930 if (!tmp)
1931 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1933 return 0;
1856 } 1934 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1935 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 1936 if (tmp->glow_radius)
1937 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1939 if (tmp->glow_radius > MAX_LIGHT_RADII)
1940 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 1941 }
1862 tmp->x=x; 1942
1863 tmp->y=y; 1943 m->insert (tmp, x, y, op);
1864 insert_ob_in_map(tmp,m,op,0);
1865 return 1; 1944 return 1;
1866} 1945}
1867
1868
1869
1870 1946
1871/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
1872 * player and infects someone. 1948 * player and infects someone.
1873 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
1874 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
1876 */ 1952 */
1877 1953int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
1955{
1879 sint16 x,y; 1956 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1958 object *walk;
1882 mapstruct *m; 1959 maptile *m;
1883 1960
1884 x = op->x; 1961 x = op->x;
1885 y = op->y; 1962 y = op->y;
1886 1963
1887 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 1965 * direction the player is pointing.
1889 */ 1966 */
1967 if (!dir)
1890 if (!dir) dir=op->facing; 1968 dir = op->facing;
1969
1970 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
1892 1972
1893 /* Calculate these once here */ 1973 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 1975 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 1976 dur_mod = SP_level_duration_adjust (caster, spell);
1897 1977
1898 /* search in a line for a victim */ 1978 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 1979 for (i = 1; i < range; i++)
1980 {
1900 x = op->x + i * freearr_x[dir]; 1981 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 1982 y = op->y + i * freearr_y[dir];
1902 m = op->map; 1983 m = op->map;
1903 1984
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 1985 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 1986
1906 if (mflags & P_OUT_OF_MAP) return 0; 1987 if (mflags & P_OUT_OF_MAP)
1988 return 0;
1907 1989
1908 /* don't go through walls - presume diseases are airborne */ 1990 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1991 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1992 return 0;
1910 1993
1911 /* Only bother looking on this space if there is something living here */ 1994 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 1995 if (mflags & P_IS_ALIVE)
1996 {
1913 /* search this square for a victim */ 1997 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1998 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1999 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2000 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 2001 object *disease = arch_to_object (spell->other_arch);
1917 2002
1918 set_owner(disease,op); 2003 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2004 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2005 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2006 disease->level = caster_level (caster, spell);
1922 2007
1923 /* do level adjustments */ 2008 /* do level adjustments */
1924 if(disease->stats.wc) 2009 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2010 disease->stats.wc += dur_mod / 2;
1926 2011
1927 if(disease->magic> 0) 2012 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2013 disease->magic += dur_mod / 8;
1929 2014
1930 if(disease->stats.maxhp>0) 2015 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
1932 2017
1933 if(disease->stats.maxgrace>0) 2018 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2019 disease->stats.maxgrace += dur_mod;
1935 2020
1936 if(disease->stats.dam) { 2021 if (disease->stats.dam)
1937 if(disease->stats.dam > 0) 2022 {
1938 disease->stats.dam += dam_mod; 2023 if (disease->stats.dam > 0)
1939 else disease->stats.dam -= dam_mod; 2024 disease->stats.dam += dam_mod;
1940 } 2025 else
2026 disease->stats.dam -= dam_mod;
2027 }
1941 2028
1942 if(disease->last_sp) { 2029 if (disease->last_sp)
1943 disease->last_sp -= 2*dam_mod; 2030 {
1944 if(disease->last_sp <1) disease->last_sp = 1; 2031 disease->last_sp -= 2 * dam_mod;
1945 } 2032 if (disease->last_sp < 1)
2033 disease->last_sp = 1;
2034 }
1946 2035
1947 if(disease->stats.maxsp) { 2036 if (disease->stats.maxsp)
1948 if(disease->stats.maxsp > 0) 2037 {
1949 disease->stats.maxsp += dam_mod; 2038 if (disease->stats.maxsp > 0)
1950 else disease->stats.maxsp -= dam_mod; 2039 disease->stats.maxsp += dam_mod;
1951 } 2040 else
1952 2041 disease->stats.maxsp -= dam_mod;
2042 }
2043
1953 if(disease->stats.ac) 2044 if (disease->stats.ac)
1954 disease->stats.ac += dam_mod; 2045 disease->stats.ac += dam_mod;
1955 2046
1956 if(disease->last_eat) 2047 if (disease->last_eat)
1957 disease->last_eat -= dam_mod; 2048 disease->last_eat -= dam_mod;
1958 2049
1959 if(disease->stats.hp) 2050 if (disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2051 disease->stats.hp -= dam_mod;
1961 2052
1962 if(disease->stats.sp) 2053 if (disease->stats.sp)
1963 disease->stats.sp -= dam_mod; 2054 disease->stats.sp -= dam_mod;
1964 2055
1965 if(infect_object(walk,disease,1)) { 2056 if (infect_object (walk, disease, 1))
1966 object *flash; /* visual effect for inflicting disease */ 2057 {
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2058 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1969 2059
1970 free_object(disease); /* don't need this one anymore */ 2060 disease->destroy (); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC); 2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1972 flash->x = x; 2062 return 1;
1973 flash->y = y; 2063 }
1974 flash->map = walk->map; 2064
1975 insert_ob_in_map(flash,walk->map,op,0); 2065 disease->destroy ();
1976 return 1; 2066 }
1977 } 2067 } /* if living creature */
1978 free_object(disease); 2068 } /* for range of spaces */
1979 } 2069
1980 } /* if living creature */
1981 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2071 return 1;
1984} 2072}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines