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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 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 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
43{
51 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 45 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 47
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 48 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 50 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 51 return;
58 }else{ 52 }
53 else
54 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 57 }
62 58
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 60 {
65 int num_sections = 1; 61 int num_sections = 1;
66 62
67 /* don't move DM */ 63 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 65 return;
70 66
71 /* don't move parts of objects */ 67 /* don't move parts of objects */
72 if(tmp->head) continue; 68 if (tmp->head)
69 continue;
73 70
74 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 76 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
83 */ 82 */
84 83
85 /* surface area? -tm */ 84 /* surface area? -tm */
86 85
87 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
89 88
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* move it. */
91 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
93 * also be safe for objects. 93 * also be safe for objects.
94 * This does return if successful or not, but 94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
96 * right now. 96 * right now.
97 */ 97 */
98 move_object(tmp, absdir(op->stats.sp)); 98 move_object (tmp, absdir (op->stats.sp));
99 } 99 }
100 100
101 } 101 }
102} 102}
103 103
104/*************************************************************************** 104/***************************************************************************
105 * 105 *
106 * BOLT CODE 106 * BOLT CODE
107 * 107 *
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113 113void
114void forklightning(object *op, object *tmp) { 114forklightning (object *op, object *tmp)
115{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 118 maptile *m;
118 sint16 sx,sy; 119 sint16 sx, sy;
119 object *new_bolt; 120 object *new_bolt;
120 121
121 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 124 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 125 * down to 0 for one going 90 degrees left off original path
125 */ 126 */
126 127
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 128 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 129 new_dir = -1;
129 130
130 /* check the new dir for a wall and in the map*/ 131 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
132 133
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 134 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 135 return;
135 return;
136 136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 138 return;
139 139
140 /* OK, we made a fork */ 140 /* OK, we made a fork */
141 new_bolt = get_object(); 141 new_bolt = tmp->clone ();
142 142
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 153 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165 161
162void
166void move_bolt(object *op) { 163move_bolt (object *op)
167 object *tmp; 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 mapstruct *m; 167 maptile *m;
171 168
172 if(--(op->duration)<0) { 169 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 170 {
171 op->destroy ();
172 return;
173 }
174
177 hit_map(op,0,op->attacktype,1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
179 if(!op->direction) 177 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 178 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 179
250 /* New forking code. Possibly create forks of this object 180 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 181 op->range = 0;
261 } /* copy object and move it along */ 182 else
262 } /* if move bolt along */ 183 {
184 x = op->x + DIRX (op);
185 y = op->y + DIRY (op);
186 m = op->map;
187 mflags = get_map_flags (m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP)
190 return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
198 {
199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if (op->direction & 1)
211 op->direction = absdir (op->direction + 4);
212 else
213 {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
226
227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230
231 if (left == right)
232 op->direction = absdir (op->direction + 4);
233 else if (left)
234 op->direction = absdir (op->direction + 2);
235 else if (right)
236 op->direction = absdir (op->direction - 2);
237 }
238
239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
240 return;
241 }
242 else
243 { /* Create a copy of this object and put it ahead */
244 object *tmp = op->clone ();
245
246 m->insert (tmp, x, y, op);
247 tmp->speed_left = -0.1f;
248 /* To make up for the decrease at the top of the function */
249 tmp->duration++;
250
251 /* New forking code. Possibly create forks of this object
252 * going off in other directions.
253 */
254 if (rndm (0, 99) < tmp->stats.Dex)
255 { /* stats.Dex % of forking */
256 forklightning (op, tmp);
257 }
258
259 /* In this way, the object left behind sticks on the space, but
260 * doesn't create any bolts that continue to move onward.
261 */
262 op->range = 0;
263 } /* copy object and move it along */
264 } /* if move bolt along */
263} 265}
264 266
265/* fire_bolt 267/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 268 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 269 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 270 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 271 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 272 * This function sets up the appropriate owner and skill
271 * pointers. 273 * pointers.
272 */ 274 */
273 275int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 276fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
277{
275 object *tmp=NULL; 278 object *tmp = NULL;
276 int mflags; 279 int mflags;
277 280
278 if (!spob->other_arch) 281 if (!spob->other_arch)
279 return 0; 282 return 0;
280 283
281 tmp=arch_to_object(spob->other_arch); 284 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 285 if (tmp == NULL)
283 return 0; 286 return 0;
284 287
285 /* peterm: level dependency for bolts */ 288 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 289 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 290 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 291 if (spob->slaying)
292 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
293 297
294 tmp->direction=dir; 298 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
297 301
298 set_owner(tmp,op); 302 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
300 304
301 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 307 tmp->map = op->map;
304 308
309 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 312 {
313 tmp->destroy ();
314 return 0;
315 }
316
317 tmp->map = newmap;
318
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 322 {
323 tmp->destroy ();
313 return 0; 324 return 0;
314 } 325 }
315 tmp->x=op->x; 326
316 tmp->y=op->y; 327 tmp->x = op->x;
328 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 329 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 330 tmp->map = op->map;
319 } 331 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 334 move_bolt (tmp);
335
322 return 1; 336 return 1;
323} 337}
324
325
326 338
327/*************************************************************************** 339/***************************************************************************
328 * 340 *
329 * BULLET/BALL CODE 341 * BULLET/BALL CODE
330 * 342 *
331 ***************************************************************************/ 343 ***************************************************************************/
332 344
333/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 347 * At least that is what I think this does.
336 */ 348 */
349void
337void explosion(object *op) { 350explosion (object *op)
338 object *tmp; 351{
339 mapstruct *m=op->map; 352 maptile *m = op->map;
340 int i; 353 int i;
341 354
342 if(--(op->duration)<0) { 355 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 356 {
357 op->destroy ();
358 return;
359 }
360
347 hit_map(op,0,op->attacktype,0); 361 hit_map (op, 0, op->attacktype, 0);
348 362
349 if(op->range>0) { 363 if (op->range > 0)
350 for(i=1;i<9;i++) { 364 {
365 for (i = 1; i < 9; i++)
366 {
351 sint16 dx,dy; 367 sint16 dx, dy;
352 368
353 dx=op->x+freearr_x[i]; 369 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
355 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 373 * out of map, etc.
357 */ 374 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 376 {
360 copy_object(op,tmp); 377 object *tmp = op->clone ();
361 tmp->state=0; 378
362 tmp->speed_left= -0.21; 379 tmp->state = 0;
363 tmp->range--; 380 tmp->speed_left = -0.21f;
364 tmp->value=0; 381 tmp->range--;
365 tmp->x=dx; 382 tmp->value = 0;
366 tmp->y=dy; 383
367 insert_ob_in_map(tmp,m,op,0); 384 m->insert (tmp, dx, dy, op);
385 }
386 }
368 } 387 }
369 }
370 }
371} 388}
372
373 389
374/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
376 * explode. 392 * explode.
377 */ 393 */
394void
378void explode_bullet(object *op) 395explode_bullet (object *op)
379{ 396{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 397 object *tmp, *owner;
382 398
383 if (op->other_arch == NULL) { 399 if (op->other_arch == NULL)
400 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 402 op->destroy ();
386 free_object (op); 403 return;
387 return;
388 } 404 }
389 405
390 if (op->env) { 406 if (op->env)
391 object *env; 407 {
408 object *env = op->outer_env ();
392 409
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 410 if (!env->map || out_of_map (env->map, env->x, env->y))
411 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 413 op->destroy ();
397 free_object (op);
398 return; 414 return;
399 } 415 }
400 remove_ob (op); 416
401 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 418 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 419 else if (out_of_map (op->map, op->x, op->y))
420 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 422 op->destroy ();
407 free_object (op); 423 return;
408 return; 424 }
425
426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
427 // NOTE: If this breaks something important: remove this. I can't think of anything
428 // bad at the moment that might happen from this.
429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 430 {
431 op->destroy ();
432 return;
433 }
410 434
411 if (op->attacktype) { 435 if (op->attacktype)
436 {
412 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 438 if (op->destroyed ())
414 return; 439 return;
415 } 440 }
416 441
417 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
419 444
420 copy_owner (tmp, op); 445 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 447
424 owner = get_owner(op); 448 owner = op->owner;
449
425 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))
426 !tailor_god_spell(tmp, owner)) {
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 451 {
431 tmp->x = op->x; 452 op->destroy ();
432 tmp->y = op->y; 453 return;
454 }
433 455
434 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
458 {
436 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 460 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 461 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 462 tmp->duration = op->duration;
440 } else { 463 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 464 else
465 {
466 if (op->attacktype & AT_MAGIC)
467 tmp->attacktype |= AT_MAGIC;
468
442 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
446 /* 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 -
447 * the count of the parent should work fine. 474 * the count of the parent should work fine.
448 */ 475 */
449 tmp->stats.maxhp = op->count; 476 tmp->stats.maxhp = op->count;
450 } 477 }
451 478
452 /* Set direction of cone explosion */ 479 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 480 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
455 482
456 /* Prevent recursion */ 483 /* Prevent recursion */
457 op->move_on = 0; 484 op->move_on = 0;
458 485
459 insert_ob_in_map(tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
460 /* remove the firebullet */ 489 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 490 op->destroy ();
462 remove_ob (op);
463 free_object (op);
464 }
465} 491}
466
467
468 492
469/* 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
470 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
471 */ 495 */
472 496void
473void check_bullet(object *op) 497check_bullet (object *op)
474{ 498{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 499 object *tmp;
477 int dam, mflags; 500 int dam, mflags;
478 mapstruct *m; 501 maptile *m;
479 sint16 sx, sy; 502 sint16 sx, sy;
480 503
481 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);
482 505
483 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)))
484 return; 507 return;
485 508
486 if (op->other_arch) { 509 if (op->other_arch)
510 {
487 /* explode object will also remove op */ 511 /* explode object will also remove op */
488 explode_bullet (op); 512 explode_bullet (op);
489 return; 513 return;
490 } 514 }
491 515
492 /* 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 */
493 if (!(mflags & P_IS_ALIVE)) return; 517 if (!(mflags & P_IS_ALIVE))
518 return;
494 519
495 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)
496 { 521 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 523 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 526 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 528 {
505 free_object(op); 529 op->destroy ();
506 return; 530 return;
507 } 531 }
508 } 532 }
509 } 533 }
510 } 534 }
511} 535}
512
513 536
514/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 538 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
518 */ 541 */
519 542void
520void move_bullet(object *op) 543move_bullet (object *op)
521{ 544{
522 sint16 new_x, new_y; 545 sint16 new_x, new_y;
523 int mflags; 546 int mflags;
524 mapstruct *m; 547 maptile *m;
525 548
526#if 0 549#if 0
527 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
528 551
529 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 554 if (op->stats.sp == SP_METEOR)
555 {
532 replace_insert_ob_in_map("fire_trail",op); 556 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
534 return; 558 return;
535 } /* end addition. */ 559 } /* end addition. */
536#endif 560#endif
537 561
538 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 563 if (--op->range <= 0)
564 {
540 if (op->other_arch) { 565 if (op->other_arch)
541 explode_bullet (op); 566 explode_bullet (op);
542 } else { 567 else
543 remove_ob (op); 568 op->destroy ();
544 free_object (op); 569
545 }
546 return; 570 return;
547 } 571 }
548 572
549 new_x = op->x + DIRX(op); 573 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 574 new_y = op->y + DIRY (op);
551 m = op->map; 575 m = op->map;
552 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);
553 577
554 if (mflags & P_OUT_OF_MAP) { 578 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 579 {
556 free_object (op); 580 op->destroy ();
557 return; 581 return;
558 } 582 }
559 583
560 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 {
561 if (op->other_arch) { 586 if (op->other_arch)
562 explode_bullet (op); 587 explode_bullet (op);
563 } else { 588 else
564 remove_ob (op); 589 op->destroy ();
565 free_object (op); 590
566 }
567 return; 591 return;
568 } 592 }
569 593
570 remove_ob (op); 594 if (!(op = m->insert (op, new_x, new_y, op)))
571 op->x = new_x;
572 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
574 return; 595 return;
575 596
576 if (reflwall (op->map, op->x, op->y, op)) { 597 if (reflwall (op->map, op->x, op->y, op))
598 {
577 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 600 update_turn_face (op);
579 } else { 601 }
602 else
580 check_bullet (op); 603 check_bullet (op);
581 }
582} 604}
583
584
585
586 605
587/* fire_bullet 606/* fire_bullet
588 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
589 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
590 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
591 * spob->attacktype. 610 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
593 * pointers. 612 * pointers.
594 */ 613 */
595 614int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 615fire_bullet (object *op, object *caster, int dir, object *spob)
616{
597 object *tmp=NULL; 617 object *tmp = NULL;
598 int mflags; 618 int mflags;
599 619
600 if (!spob->other_arch) 620 if (!spob->other_arch)
601 return 0; 621 return 0;
602 622
603 tmp=arch_to_object(spob->other_arch); 623 tmp = spob->other_arch->instance ();
604 if(tmp==NULL) 624 if (!tmp)
605 return 0; 625 return 0;
606 626
607 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
608 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);
609 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 630 if (spob->slaying)
631 tmp->slaying = spob->slaying;
611 632
612 tmp->range = 50; 633 tmp->range = 50;
613 634
614 /* Need to store duration/range for the ball to use */ 635 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 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);
618 639
619 tmp->direction=dir; 640 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 642 SET_ANIMATION (tmp, dir);
622 643
623 set_owner(tmp,op); 644 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
625 646
626 tmp->x=op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 649 tmp->map = op->map;
629 650
651 maptile *newmap;
630 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);
631 if (mflags & P_OUT_OF_MAP) { 653 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 654 {
655 tmp->destroy ();
656 return 0;
657 }
658
659 tmp->map = newmap;
660
635 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 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 664 {
665 tmp->destroy ();
638 return 0; 666 return 0;
639 } 667 }
640 tmp->x=op->x; 668
641 tmp->y=op->y; 669 tmp->x = op->x;
670 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 671 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 672 tmp->map = op->map;
644 } 673 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 674
675 if ((tmp = tmp->insert_at (tmp, op)))
646 check_bullet (tmp); 676 check_bullet (tmp);
647 } 677
648 return 1; 678 return 1;
649} 679}
650
651
652
653 680
654/***************************************************************************** 681/*****************************************************************************
655 * 682 *
656 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
657 * 684 *
658 *****************************************************************************/ 685 *****************************************************************************/
659 686
660
661/* 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
662void cone_drop(object *op) { 689cone_drop (object *op)
690{
663 object *new_ob = arch_to_object(op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
664 692
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level; 693 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 694 new_ob->set_owner (op->owner);
669 695
670 /* preserve skill ownership */ 696 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 697 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill); 698 new_ob->skill = op->skill;
673 new_ob->skill = add_refcount(op->skill); 699
674 } 700 new_ob->insert_at (op, op);
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677} 701}
678 702
679/* 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 */
680 704
705void
681void move_cone(object *op) { 706move_cone (object *op)
707{
682 int i; 708 int i;
683 tag_t tag;
684 709
685 /* 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 */
686 if (! op->map) { 711 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 } 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 }
693 717
694 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
720 {
696 hit_map(op,0,op->attacktype,0); 721 hit_map (op, 0, op->attacktype, 0);
697 return; 722 return;
698 } 723 }
699 724
700#if 0 725#if 0
701 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 727 * when their cone dies when they die.
703 */ 728 */
704 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 730 if (op->owner == NULL)
706 remove_ob(op); 731 {
707 free_object(op); 732 op->destroy ();
708 return; 733 return;
709 } 734 }
710#endif 735#endif
711 736
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 737 hit_map (op, 0, op->attacktype, 0);
714 738
715 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
717 * degree. 741 * degree.
718 */ 742 */
743 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 744 check_spell_knockback (op);
720 745
721 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
747 return;
748
749 if ((op->duration--) < 0)
750 {
751 op->destroy ();
722 return; 752 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 753 }
729 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 755 * any further. When the duration above expires,
731 * then the object will get removed. 756 * then the object will get removed.
732 */ 757 */
733 if (--op->range < 0) { 758 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 759 {
760 op->range = 0; /* just so it doesn't wrap */
761 return;
762 }
737 763
738 for(i= -1;i<2;i++) { 764 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 765 {
740 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)];
741 767
742 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))
743 object *tmp=get_object(); 769 {
744 copy_object(op, tmp); 770 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 771
748 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
749 773
750 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 776
753 if (tmp->other_arch) cone_drop(tmp); 777 op->map->insert (tmp, x, y, op);
754 } 778
779 if (tmp->other_arch)
780 cone_drop (tmp);
781 }
755 } 782 }
756} 783}
757 784
758/* cast_cone: casts a cone spell. 785/* cast_cone: casts a cone spell.
759 * op: person firing the object. 786 * op: person firing the object.
761 * dir: direction to fire in. 788 * dir: direction to fire in.
762 * 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
763 * to fire. 790 * to fire.
764 * returns 0 on failure, 1 on success. 791 * returns 0 on failure, 1 on success.
765 */ 792 */
793int
766int cast_cone(object *op, object *caster,int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
767{ 795{
768 object *tmp; 796 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 797 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 798 maptile *m;
771 sint16 sx, sy; 799 sint16 sx, sy;
772 MoveType movetype; 800 MoveType movetype;
773 801
774 if (!spell->other_arch) return 0; 802 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 803 return 0;
804
805 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 806 {
807 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
808 return 0;
809 }
782 810
783 if(!dir) { 811 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 812 {
813 range_min = 0;
814 range_max = 8;
815 }
787 816
788 /* 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
789 * 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
790 * insert it into is blocked. 819 * insert it into is blocked.
791 */ 820 */
792 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
793 822
794 for(i=range_min;i<=range_max;i++) { 823 for (i = range_min; i <= range_max; i++)
824 {
795 sint16 x,y, d; 825 sint16 x, y, d;
796 826
797 /* We can't use absdir here, because it never returns 827 /* We can't use absdir here, because it never returns
798 * 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
799 * 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
800 * to hit that person. 830 * to hit that person.
801 */ 831 */
802 d = dir + i; 832 d = dir + i;
803 while (d < 0) d+=8; 833 while (d < 0)
804 while (d > 8) d-=8; 834 d += 8;
835 while (d > 8)
836 d -= 8;
805 837
806 /* 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.
807 * In that case, we have to see - if dir is specified, 839 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 840 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 841 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 842 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 843 * for the rune code.
812 */ 844 */
813 if (caster->type != RUNE && d==0) { 845 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 846 {
815 else continue; 847 if (dir != 0)
816 } 848 d = 8;
849 else
850 continue;
851 }
817 852
818 x = op->x+freearr_x[d]; 853 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 854 y = op->y + freearr_y[d];
820 855
821 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)
822 continue; 857 continue;
823 858
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 860 continue;
826 861
827 success=1; 862 success = 1;
828 tmp=arch_to_object(spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 864 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 867 tmp->attacktype = spell->attacktype;
835 868
836 /* holy word stuff */ 869 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 871 if (!tailor_god_spell (tmp, op))
839 } 872 return 0;
840 873
841 if(dir) 874 if (dir)
842 tmp->stats.sp=dir; 875 tmp->stats.sp = dir;
843 else 876 else
844 tmp->stats.sp=i; 877 tmp->stats.sp = i;
845 878
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 879 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 880
848 /* 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 */
849 if (dir == 0) { 882 if (dir == 0)
883 {
850 tmp->range /= 4; 884 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 885 if (tmp->range < 2 && spell->range >= 2)
852 } 886 tmp->range = 2;
887 }
888
853 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);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 890 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 891
856 /* Special bonus for fear attacks */ 892 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 893 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 894 {
859 else 895 if (caster->type == PLAYER)
896 tmp->duration += fear_bonus[caster->stats.Cha];
897 else
860 tmp->duration += caster->level/3; 898 tmp->duration += caster->level / 3;
861 } 899 }
900
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 901 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 902 {
864 else 903 if (caster->type == PLAYER)
904 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
905 else
865 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
866 } 907 }
867 908
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
870 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);
871 spell->other_arch->name);
872 911
873 if (!tmp->move_on && tmp->stats.dam) { 912 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
875 "cast_cone(): arch %s doesn't have move_on set\n",
876 spell->other_arch->name);
877 }
878 insert_ob_in_map(tmp,m,op,0);
879 914
915 m->insert (tmp, sx, sy, op);
916
880 /* 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
881 * a single space too many times. 918 * a single space too many times.
882 */ 919 */
883 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
884 921
885 if(tmp->other_arch) cone_drop(tmp); 922 if (tmp->other_arch)
923 cone_drop (tmp);
886 } 924 }
925
887 return success; 926 return success;
888} 927}
889 928
890/**************************************************************************** 929/****************************************************************************
891 * 930 *
892 * BOMB related code 931 * BOMB related code
893 * 932 *
894 ****************************************************************************/ 933 ****************************************************************************/
895 934
896
897/* This handles an exploding bomb. 935/* This handles an exploding bomb.
898 * op is the original bomb object. 936 * op is the original bomb object.
899 */ 937 */
938void
900void animate_bomb(object *op) { 939animate_bomb (object *op)
901 int i; 940{
902 object *env, *tmp;
903 archetype *at;
904
905 if(op->state!=NUM_ANIMATIONS(op)-1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 942 return;
907 943
908 env = object_get_env_recursive(op); 944 object *env = op->outer_env ();
909 945
910 if (op->env) { 946 if (op->env)
947 {
911 if (env->map == NULL) 948 if (env->map == NULL)
912 return; 949 return;
913 950
914 if (env->type == PLAYER) 951 if (!(op = op->insert_at (env, op)))
915 esrv_del_item(env->contr, op->count); 952 return;
953 }
916 954
917 remove_ob(op); 955 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
918 op->x = env->x; 956 // on a safe map. I don't like this special casing, but it seems to be neccessary
919 op->y = env->y; 957 // as bombs can be carried.
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 958 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
959 {
960 op->destroy ();
921 return; 961 return;
922 } 962 }
923 963
924 /* This copies a lot of the code from the fire bullet, 964 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 966 * so just set up the appropriate values.
927 */ 967 */
928 at = find_archetype(SPLINT); 968 if (archetype *at = archetype::find (SPLINT))
929 if (at) { 969 {
930 for(i=1;i<9;i++) { 970 for (int i = 1; i < 9; i++)
971 {
931 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]))
932 continue; 973 continue;
933 tmp = arch_to_object(at); 974
975 object *tmp = arch_to_object (at);
934 tmp->direction = i; 976 tmp->direction = i;
935 tmp->range = op->range; 977 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 979 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 981 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 982 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 983 tmp->skill = op->skill;
942 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 }
943 } 991 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i);
946 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0);
949 move_bullet(tmp);
950 }
951 }
952 992
953 explode_bullet(op); 993 explode_bullet (op);
954} 994}
955 995
996int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 997create_bomb (object *op, object *caster, int dir, object *spell)
957 998{
958 object *tmp; 999 object *tmp;
959 int mflags; 1000 int mflags;
960 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];
961 mapstruct *m; 1002 maptile *m;
962 1003
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1004 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 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 {
965 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.");
966 return 0; 1008 return 0;
967 } 1009 }
1010
968 tmp=arch_to_object(spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
969 1012
970 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 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);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1016 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1017 tmp->attacktype = spell->attacktype;
975 1018
976 set_owner(tmp,op); 1019 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1020 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1021
979 tmp->y=dy; 1022 m->insert (tmp, dx, dy, op);
980 insert_ob_in_map(tmp,m,op,0);
981 return 1; 1023 return 1;
982} 1024}
983 1025
984/**************************************************************************** 1026/****************************************************************************
985 * 1027 *
986 * smite related spell code. 1028 * smite related spell code.
994 * dir is the direction to look in. 1036 * dir is the direction to look in.
995 * range is how far out to look. 1037 * range is how far out to look.
996 * 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.
997 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
998 */ 1040 */
999 1041object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1042get_pointed_target (object *op, int dir, int range, int type)
1043{
1001 object *target; 1044 object *target;
1002 sint16 x,y; 1045 sint16 x, y;
1003 int dist, mflags; 1046 int dist, mflags;
1004 mapstruct *mp; 1047 maptile *mp;
1005 1048
1006 if (dir==0) return NULL; 1049 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1050 return NULL;
1028}
1029 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}
1030 1076
1031/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1033 * usual params - 1079 * usual params -
1034 * op = player 1080 * op = player
1035 * caster = object casting the spell. 1081 * caster = object casting the spell.
1036 * dir = direction being cast 1082 * dir = direction being cast
1037 * spell = spell object 1083 * spell = spell object
1038 */ 1084 */
1039 1085int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1087{
1041 object *effect, *target; 1088 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1089 object *god = find_god (determine_god (op));
1043 int range; 1090 int range;
1044 1091
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1092 range = spell->range + SP_level_range_adjust (caster, spell);
1046 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);
1047 1094
1048 /* Bunch of conditions for casting this spell. Note that only 1095 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1096 * require a god if this is a cleric spell (requires grace).
1050 * 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
1051 * 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
1052 * interesting spell. 1099 * interesting spell.
1053 * 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
1054 * can't be friendly to your god. 1101 * can't be friendly to your god.
1055 */ 1102 */
1056 1103
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1104 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1105 || (!god && spell->stats.grace)
1059 ||(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)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1107 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1108 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1109 return 0;
1063 } 1110 }
1064 1111
1065 if (spell->other_arch) 1112 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1113 effect = arch_to_object (spell->other_arch);
1067 else 1114 else
1068 return 0; 1115 return 0;
1069 1116
1070 /* tailor the effect by priest level and worshipped God */ 1117 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1118 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1119 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1120 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1121 {
1074 if(tailor_god_spell(effect,op)) 1122 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1123 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1124 else
1125 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1126 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1127 return 0;
1080 } 1128 }
1081 } 1129 }
1082 1130
1083 /* size of the area of destruction */ 1131 /* size of the area of destruction */
1084 effect->range=spell->range + 1132 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1133 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1134
1089 if (effect->attacktype & AT_DEATH) { 1135 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1136 {
1091 SP_level_dam_adjust(caster,spell); 1137 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1138
1093 /* casting death spells at undead isn't a good thing */ 1139 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1140 if (QUERY_FLAG (target, FLAG_UNDEAD))
1141 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1142 if (random_roll (0, 2, op, PREFER_LOW))
1143 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1144 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1145 effect->x = op->x;
1098 effect->y=op->y; 1146 effect->y = op->y;
1099 } else { 1147 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1148 else
1101 query_name(target)); 1149 {
1150 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1151 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1152 effect->destroy ();
1104 return 0; 1153 return 0;
1154 }
1155 }
1105 } 1156 }
1106 } 1157 else
1107 } else { 1158 {
1108 /* how much woe to inflict :) */ 1159 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1160 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1161 }
1112 1162
1113 set_owner(effect,op); 1163 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1164 set_spell_skill (op, caster, spell, effect);
1115 1165
1116 /* ok, tell it where to be, and insert! */ 1166 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1167 effect->insert_at (target, op);
1118 effect->y=target->y; 1168
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1; 1169 return 1;
1122} 1170}
1123
1124 1171
1125/**************************************************************************** 1172/****************************************************************************
1126 * 1173 *
1127 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1128 * 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
1129 * code here is just to move the missile. 1176 * code here is just to move the missile.
1130 ****************************************************************************/ 1177 ****************************************************************************/
1131 1178
1132/* op is a missile that needs to be moved */ 1179/* op is a missile that needs to be moved */
1180void
1133void move_missile(object *op) { 1181move_missile (object *op)
1182{
1134 int i, mflags; 1183 int i, mflags;
1135 object *owner; 1184 object *owner;
1136 sint16 new_x, new_y; 1185 sint16 new_x, new_y;
1137 mapstruct *m; 1186 maptile *m;
1138 1187
1139 if (op->range-- <=0) { 1188 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1189 {
1190 op->destroy ();
1191 return;
1192 }
1144 1193
1145 owner = get_owner(op); 1194 owner = op->owner;
1146#if 0 1195#if 0
1147 /* 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
1148 * monster that are then killed would continue to survive 1197 * monster that are then killed would continue to survive
1149 */ 1198 */
1150 if (owner == NULL) { 1199 if (owner == NULL)
1151 remove_ob(op); 1200 {
1152 free_object(op); 1201 op->destroy ();
1153 return; 1202 return;
1154 } 1203 }
1155#endif 1204#endif
1156 1205
1157 new_x = op->x + DIRX(op); 1206 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1207 new_y = op->y + DIRY (op);
1159 1208
1160 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);
1161 1210
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((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))))
1164 tag_t tag = op->count; 1212 {
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1213 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1214 /* Basically, missile only hits one thing then goes away.
1167 * 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.
1168 */ 1216 */
1169 if ( ! was_destroyed (op, tag)) { 1217 if (!op->destroyed ())
1170 remove_ob (op); 1218 op->destroy ();
1171 free_object(op);
1172 }
1173 return;
1174 }
1175 1219
1176 remove_ob(op); 1220 return;
1221 }
1222
1223 op->remove ();
1224
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1226 {
1181 op->x = new_x; 1227 op->destroy ();
1182 op->y = new_y; 1228 return;
1183 op->map = m; 1229 }
1184 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);
1185 if(i > 0 && i != op->direction){ 1232 if (i > 0 && i != op->direction)
1233 {
1186 op->direction=i; 1234 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1235 SET_ANIMATION (op, op->direction);
1188 } 1236 }
1189 insert_ob_in_map(op,op->map,op,0); 1237
1238 m->insert (op, new_x, new_y, op);
1190} 1239}
1191 1240
1192/**************************************************************************** 1241/****************************************************************************
1193 * Destruction 1242 * Destruction
1194 ****************************************************************************/ 1243 ****************************************************************************/
1244
1195/* make_object_glow() - currently only makes living objects glow. 1245/* make_object_glow() - currently only makes living objects glow.
1196 * 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
1197 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1200 */ 1250 */
1201 1251int
1202int make_object_glow(object *op, int radius, int time) { 1252make_object_glow (object *op, int radius, int time)
1203 object *tmp; 1253{
1204
1205 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1256 return 0;
1208 1257
1209 tmp=get_archetype(FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1260 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1262 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1265
1217 tmp->x=op->x;
1218 tmp->y=op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1221 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1223 1270
1224 if(!tmp->env||op!=tmp->env) {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1226 op->name);
1227 return 0;
1228 }
1229 return 1; 1271 return 1;
1230} 1272}
1231 1273
1232 1274int
1233
1234
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1275cast_destruction (object *op, object *caster, object *spell_ob)
1276{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1277 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1278 sint16 sx, sy;
1238 mapstruct *m; 1279 maptile *m;
1239 object *tmp; 1280 object *tmp;
1240 const char *skill; 1281 const char *skill;
1241 1282
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1283 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 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);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1285 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1286 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1287 friendly = 1;
1246 1288
1247 /* destruction doesn't use another spell object, so we need 1289 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1290 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1291 * We do some shortcuts here - since this is just temporary
1250 * 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
1251 * the full share string/free_string route. 1293 * the full share string/free_string route.
1252 */ 1294 */
1253 skill = op->skill; 1295 skill = op->skill;
1296 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1298 else if (caster->skill)
1299 op->skill = caster->skill;
1300 else
1256 else op->skill = NULL; 1301 op->skill = NULL;
1257 1302
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1259 1304
1260 for(i= -range; i<range; i++) { 1305 for (i = -range; i < range; i++)
1306 {
1261 for(j=-range; j<range ; j++) { 1307 for (j = -range; j < range; j++)
1308 {
1262 m = op->map; 1309 m = op->map;
1263 sx = op->x + i; 1310 sx = op->x + i;
1264 sy = op->y + j; 1311 sy = op->y + j;
1312
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1314 if (mflags & P_OUT_OF_MAP)
1315 continue;
1316
1267 if (mflags & P_IS_ALIVE) { 1317 if (mflags & P_IS_ALIVE)
1268 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)
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1321 break;
1271 if (tmp) {
1272 if (tmp->head) tmp=tmp->head;
1273 1322
1323 if (tmp)
1324 {
1325 if (tmp->head)
1326 tmp = tmp->head;
1327
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1328 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1329 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1330 {
1331 if (spell_ob->subtype == SP_DESTRUCTION)
1332 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1334 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1280 tmp->x = sx; 1336 }
1281 tmp->y = sy; 1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1282 insert_ob_in_map(tmp, m, op, 0); 1338 {
1283 }
1284 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1286 tmp->resist[ATNR_MAGIC]!=100) {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1288 object *effect = arch_to_object(spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1289 effect->x = sx; 1341 }
1290 effect->y = sy; 1342 }
1291 insert_ob_in_map(effect, m, op, 0); 1343 }
1292 } 1344 }
1293 } 1345 }
1294 }
1295 }
1296 } 1346 }
1297 } 1347
1298 }
1299 op->skill = skill; 1348 op->skill = skill;
1300 return 1; 1349 return 1;
1301} 1350}
1302 1351
1303/*************************************************************************** 1352/***************************************************************************
1304 * 1353 *
1305 * CURSE 1354 * CURSE
1306 * 1355 *
1307 ***************************************************************************/ 1356 ***************************************************************************/
1308 1357
1358int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1359cast_curse (object *op, object *caster, object *spell_ob, int dir)
1360{
1310 object *god = find_god(determine_god(op)); 1361 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1362 object *tmp, *force;
1312 1363
1313 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);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1365 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1366 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1368 return 0;
1369 }
1320 1370
1371 tmp = tmp->head_ ();
1372
1321 /* 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. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1374 for (force = tmp->inv; force; force = force->below)
1375 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1377 {
1324 if (force->name == spell_ob->name) { 1378 if (force->name == spell_ob->name)
1325 break; 1379 {
1326 } 1380 break;
1381 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1382 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1383 {
1329 "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);
1330 spell_ob->name, force->name_pl); 1385 return 0;
1331 return 0; 1386 }
1387 }
1332 } 1388 }
1333 } 1389
1390 if (!force)
1334 } 1391 {
1335
1336 if(force==NULL) {
1337 force=get_archetype(FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name); 1394
1340 if (spell_ob->race) 1395 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1396 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1397 else
1398 force->name = spell_ob->name;
1399
1400 force->name_pl = spell_ob->name;
1401
1402 }
1403 else
1404 {
1348 int duration; 1405 int duration;
1349 1406
1350 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;
1351 if (duration > force->duration) { 1408 if (duration > force->duration)
1409 {
1352 force->duration = duration; 1410 force->duration = duration;
1353 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.");
1354 } else { 1412 }
1413 else
1355 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.");
1356 } 1415
1357 return 1; 1416 return 1;
1358 } 1417 }
1418
1359 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;
1360 force->speed = 1.0; 1420 force->speed = 1.f;
1361 force->speed_left = -1.0; 1421 force->speed_left = -1.f;
1362 SET_FLAG(force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1363 1423
1364 if(god) { 1424 if (god)
1425 {
1365 if (spell_ob->last_grace) 1426 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1427 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1428 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1429 force->path_denied = god->path_denied;
1369 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);
1370 "You are a victim of %s's curse!",god->name); 1431 }
1371 } else 1432 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1433 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1434
1374 1435
1375 if(tmp!=op && op->type==PLAYER) 1436 if (tmp != op && op->type == PLAYER)
1376 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);
1377 1438
1378 force->stats.ac = spell_ob->stats.ac; 1439 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1440 force->stats.wc = spell_ob->stats.wc;
1380 1441
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1442 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1443 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1444 tmp->update_stats ();
1384 return 1; 1445 return 1;
1385 1446
1386} 1447}
1387
1388 1448
1389/********************************************************************** 1449/**********************************************************************
1390 * mood change 1450 * mood change
1391 * 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
1392 * effects monsters, it seems best to put it into this file 1452 * effects monsters, it seems best to put it into this file
1393 ***********************************************************************/ 1453 ***********************************************************************/
1394 1454
1395/* This covers the various spells that change the moods of monsters - 1455/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1456 * makes them angry, peacful, friendly, etc.
1397 */ 1457 */
1458int
1398int mood_change(object *op, object *caster, object *spell) { 1459mood_change (object *op, object *caster, object *spell)
1460{
1399 object *tmp, *god, *head; 1461 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1462 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1463 sint16 x, y, nx, ny;
1402 mapstruct *m; 1464 maptile *m;
1403 const char *race; 1465 const char *race;
1404 1466
1405 /* 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
1406 * doing it over and over again. 1468 * doing it over and over again.
1407 */ 1469 */
1408 god=find_god(determine_god(op)); 1470 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1471 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1472 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1473
1412 /* 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_...
1413 * 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
1414 * won't ever match anything. 1476 * won't ever match anything.
1415 */ 1477 */
1416 if (!spell->race) race=NULL; 1478 if (!spell->race)
1479 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1480 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1481 race = god->slaying;
1418 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
1419 else race = spell->race; 1485 race = spell->race;
1420
1421 1486
1422 for (x = op->x - range; x <= op->x + range; x++) 1487 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1488 for (y = op->y - range; y <= op->y + range; y++)
1424 1489 {
1425 done_one=0; 1490 done_one = 0;
1426 m = op->map; 1491 m = op->map;
1427 nx = x; 1492 nx = x;
1428 ny = y; 1493 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1495 if (mflags & P_OUT_OF_MAP)
1496 continue;
1431 1497
1432 /* 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 */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1499 if (!(mflags & P_IS_ALIVE))
1500 continue;
1434 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
1435 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)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1509 break;
1437 1510
1438 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1512 if (!tmp || tmp->type == PLAYER)
1513 continue;
1440 1514
1441 /* Only the head has meaningful data, so resolve to that */ 1515 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1516 if (tmp->head)
1443 else head=tmp; 1517 head = tmp->head;
1518 else
1519 head = tmp;
1444 1520
1445 /* 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 */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1522 if (race && head->race && !strstr (race, head->race))
1523 continue;
1524
1447 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;
1448 1527
1449 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1529 best_at = -1;
1451 if (spell->attacktype) { 1530 if (spell->attacktype)
1531 {
1452 for (at=0; at < NROFATTACKS; at++) 1532 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1533 if (spell->attacktype & (1 << at))
1454 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;
1455 1536
1456 if (best_at == -1) at=0; 1537 if (best_at == -1)
1538 at = 0;
1457 else { 1539 else
1540 {
1458 if (head->resist[best_at] == 100) continue; 1541 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1542 continue;
1460 } 1543 else
1544 at = head->resist[best_at] / 5;
1545 }
1461 at -= level / 5; 1546 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1547 if (did_make_save (head, head->level, at))
1463 } 1548 continue;
1549 }
1464 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1551 {
1465 /* 1552 /*
1466 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:
1467 * if spell level < monster level, no go 1554 * if spell level < monster level, no go
1468 * 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 ) )
1469 1556
1470 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.
1471 1558
1472 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
1473 charm a level 125 monster... 1560 charm a level 125 monster...
1474 1561
1475 Ryo, august 14th 1562 Ryo, august 14th
1476 */ 1563 */
1477 {
1478 if ( head->level > level ) continue; 1564 if (head->level > level)
1565 continue;
1566
1479 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))))
1480 /* Failed, no effect */ 1568 /* Failed, no effect */
1481 continue; 1569 continue;
1482 } 1570 }
1483 1571
1484 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1485 1573
1486 /* aggravation */ 1574 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1578 remove_friendly_object (head);
1579 done_one = 1;
1580 head->enemy = op;
1581 }
1491 1582
1492 done_one = 1;
1493 head->enemy = op;
1494 }
1495
1496 /* calm monsters */ 1583 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1586 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1587 head->enemy = NULL;
1500 done_one = 1; 1588 done_one = 1;
1501 } 1589 }
1502 1590
1503 /* berserk monsters */ 1591 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 {
1505 SET_FLAG(head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1595 done_one = 1;
1507 } 1596 }
1597
1508 /* charm */ 1598 /* charm */
1509 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))
1510 SET_FLAG(head, FLAG_FRIENDLY); 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1512 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.
1513 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. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1607 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1609 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1610 head->attack_movement = PETMOVE;
1519 done_one = 1; 1611 done_one = 1;
1520 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);
1521 head->stats.exp = 0; 1613 head->stats.exp = 0;
1522 } 1614 }
1523 1615
1524 /* If a monster was effected, put an effect in */ 1616 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1617 if (done_one && spell->other_arch)
1526 tmp = arch_to_object(spell->other_arch); 1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1527 tmp->x = nx; 1619 } /* for y */
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 }
1531 } /* for y */
1532 1620
1533 return 1; 1621 return 1;
1534} 1622}
1535 1623
1536 1624
1537/* 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
1538 * 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
1539 * lightning spell used it, that seemed misnamed. 1627 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1628 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1629 * note that duration is handled by process_object() in time.c
1542 */ 1630 */
1543 1631
1632void
1544void move_ball_spell(object *op) { 1633move_ball_spell (object *op)
1634{
1545 int i,j,dam_save,dir, mflags; 1635 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1636 sint16 nx, ny, hx, hy;
1547 object *owner; 1637 object *owner;
1548 mapstruct *m; 1638 maptile *m;
1549 1639
1550 owner = get_owner(op); 1640 owner = op->owner;
1551 1641
1552 /* 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,
1553 * 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
1554 * victim. The block immediately below more or less chooses a random 1644 * victim. The block immediately below more or less chooses a random
1555 * 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
1556 * deviations. 1646 * deviations.
1557 */ 1647 */
1558 1648
1559 dir = 0; 1649 dir = 0;
1560 if(!(rndm(0, 3))) 1650 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1651 j = rndm (0, 1);
1562 else j=0; 1652 else
1653 j = 0;
1563 1654
1564 for(i = 1; i < 9; i++) { 1655 for (i = 1; i < 9; i++)
1656 {
1565 /* i bit 0: alters sign of offset 1657 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1658 * other bits (i / 2): absolute value of offset
1567 */ 1659 */
1568 1660
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1662 int tmpdir = absdir (op->direction + offset);
1571 1663
1572 nx = op->x + freearr_x[tmpdir]; 1664 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1665 ny = op->y + freearr_y[tmpdir];
1574 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))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1667 {
1576 dir = tmpdir; 1668 dir = tmpdir;
1577 break; 1669 break;
1578 } 1670 }
1579 } 1671 }
1580 if (dir == 0) { 1672 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1673 {
1674 nx = op->x;
1675 ny = op->y;
1676 m = op->map;
1677 }
1585 1678
1586 remove_ob(op); 1679 m->insert (op, nx, ny, op);
1587 op->y=ny; 1680
1588 op->x=nx;
1589 insert_ob_in_map(op,m,op,0);
1590
1591 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
1592 surrounding squares */ 1682 surrounding squares */
1593 1683
1594 /* loop over current square and neighbors to hit. 1684 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1685 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1686 * the surround spaces.
1597 */ 1687 */
1598 for(j=0;j<9;j++) { 1688 for (j = 0; j < 9; j++)
1599 object *new_ob; 1689 {
1600
1601 hx = nx+freearr_x[j]; 1690 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1691 hy = ny + freearr_y[j];
1603 1692
1604 m = op->map; 1693 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1695
1607 if (mflags & P_OUT_OF_MAP) continue; 1696 if (mflags & P_OUT_OF_MAP)
1697 continue;
1608 1698
1609 /* 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
1610 * of the map either. 1700 * of the map either.
1611 */ 1701 */
1612 1702
1613 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)))
1614 if(j) op->stats.dam = dam_save/2; 1704 {
1705 if (j)
1706 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1707 hit_map (op, j, op->attacktype, 1);
1616 1708
1617 } 1709 }
1618 1710
1619 /* insert the other arch */ 1711 /* insert the other arch */
1620 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))))
1621 new_ob = arch_to_object(op->other_arch); 1713 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1622 new_ob->x = hx;
1623 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0);
1625 }
1626 } 1714 }
1627 1715
1628 /* restore to the center location and damage*/ 1716 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1717 op->stats.dam = dam_save;
1630 1718
1631 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);
1632 1720
1633 if(i>=0) { /* we have a preferred direction! */ 1721 if (i >= 0)
1722 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1723 /* pick another direction if the preferred dir is blocked. */
1635 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 ||
1636 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)))
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1726 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1727
1639 op->direction=i; 1728 op->direction = i;
1640 } 1729 }
1641} 1730}
1642 1731
1643
1644/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1645 * 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
1646 * 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
1647 * 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
1648 * 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
1649 * 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.
1650 */ 1738 */
1651 1739void
1652void move_swarm_spell(object *op) 1740move_swarm_spell (object *op)
1653{ 1741{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1742#if 0
1676 // 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 };
1677 // (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 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1745 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1746 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1747 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1748#endif
1749 object *owner = op->env;
1723 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
1724 /* 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
1725 * should just be a pointer to the spell in some inventory, 1802 * should just be a pointer to the spell in some inventory,
1726 * 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,
1727 * do some sanity checking anyways. 1804 * do some sanity checking anyways.
1728 */ 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))))
1729 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
1730 if (op->spell && op->spell->type == SPELL) 1826 if (op->spell && op->spell->type == SPELL)
1731 { 1827 {
1732 /* 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 */
1733 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 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);
1737 } 1833 }
1738} 1834}
1739
1740
1741
1742 1835
1743/* fire_swarm: 1836/* fire_swarm:
1744 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1745 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1746 * the parts of the swarm. 1839 * the parts of the swarm.
1749 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1750 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1845 * n: the number to be fired.
1753 */ 1846 */
1754 1847int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1849{
1757 object *tmp;
1758 int i;
1759
1760 if (!spell->other_arch) return 0; 1850 if (!spell->other_arch)
1851 return 0;
1761 1852
1762 tmp=get_archetype(SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1763 tmp->x=op->x;
1764 tmp->y=op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1766 set_spell_skill(op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1767
1768 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. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1770
1771 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1772 1858
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1774 if ( ! tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1775 return 1; 1861 return 1;
1776 } 1862
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1866
1781 tmp->direction=dir; 1867 tmp->direction = dir;
1782 tmp->invisible=1; 1868 tmp->invisible = 1;
1783 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
1784 return 1; 1874 return 1;
1785} 1875}
1786
1787 1876
1788/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1789 * function. 1878 * function.
1790 */ 1879 */
1880int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1881cast_light (object *op, object *caster, object *spell, int dir)
1882{
1792 object *target=NULL,*tmp=NULL; 1883 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 1884 sint16 x, y;
1794 int dam, mflags; 1885 int dam, mflags;
1795 mapstruct *m; 1886 maptile *m;
1796 1887
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 1889
1799 if(!dir) { 1890 if (!dir)
1891 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 1893 return 0;
1802 } 1894 }
1803 1895
1804 x=op->x+freearr_x[dir]; 1896 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 1897 y = op->y + freearr_y[dir];
1806 m = op->map; 1898 m = op->map;
1807 1899
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 1900 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 1901
1810 if (mflags & P_OUT_OF_MAP) { 1902 if (mflags & P_OUT_OF_MAP)
1903 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 1905 return 0;
1813 } 1906 }
1814 1907
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 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)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 1914 if (target->head)
1915 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 1916 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 1917 return 1; /* one success only! */
1918 }
1822 } 1919 }
1823 }
1824 1920
1825 /* no live target, perhaps a wall is in the way? */ 1921 /* no live target, perhaps a wall is in the way? */
1826 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 {
1827 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.");
1828 return 0; 1925 return 0;
1829 } 1926 }
1830 1927
1831 /* 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 */
1832 tmp=arch_to_object(spell->other_arch); 1929 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 1930 if (!tmp)
1931 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 1933 return 0;
1836 } 1934 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1935 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 1936 if (tmp->glow_radius)
1937 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 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;
1841 } 1941 }
1842 tmp->x=x; 1942
1843 tmp->y=y; 1943 m->insert (tmp, x, y, op);
1844 insert_ob_in_map(tmp,m,op,0);
1845 return 1; 1944 return 1;
1846} 1945}
1847
1848
1849
1850 1946
1851/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
1852 * player and infects someone. 1948 * player and infects someone.
1853 * 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
1854 * 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
1855 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
1856 */ 1952 */
1857 1953int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
1955{
1859 sint16 x,y; 1956 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 1958 object *walk;
1862 mapstruct *m; 1959 maptile *m;
1863 1960
1864 x = op->x; 1961 x = op->x;
1865 y = op->y; 1962 y = op->y;
1866 1963
1867 /* 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
1868 * direction the player is pointing. 1965 * direction the player is pointing.
1869 */ 1966 */
1967 if (!dir)
1870 if (!dir) dir=op->facing; 1968 dir = op->facing;
1969
1970 if (!dir)
1871 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 */
1872 1972
1873 /* Calculate these once here */ 1973 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 1975 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 1976 dur_mod = SP_level_duration_adjust (caster, spell);
1877 1977
1878 /* search in a line for a victim */ 1978 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 1979 for (i = 1; i < range; i++)
1980 {
1880 x = op->x + i * freearr_x[dir]; 1981 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 1982 y = op->y + i * freearr_y[dir];
1882 m = op->map; 1983 m = op->map;
1883 1984
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 1985 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 1986
1886 if (mflags & P_OUT_OF_MAP) return 0; 1987 if (mflags & P_OUT_OF_MAP)
1988 return 0;
1887 1989
1888 /* don't go through walls - presume diseases are airborne */ 1990 /* don't go through walls - presume diseases are airborne */
1889 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;
1890 1993
1891 /* 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 */
1892 if (mflags & P_IS_ALIVE) { 1995 if (mflags & P_IS_ALIVE)
1996 {
1893 /* search this square for a victim */ 1997 /* search this square for a victim */
1894 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)
1895 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 */
1896 object *disease = arch_to_object(spell->other_arch); 2001 object *disease = arch_to_object (spell->other_arch);
1897 2002
1898 set_owner(disease,op); 2003 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 2004 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2005 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2006 disease->level = caster_level (caster, spell);
1902 2007
1903 /* do level adjustments */ 2008 /* do level adjustments */
1904 if(disease->stats.wc) 2009 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2010 disease->stats.wc += dur_mod / 2;
1906 2011
1907 if(disease->magic> 0) 2012 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2013 disease->magic += dur_mod / 8;
1909 2014
1910 if(disease->stats.maxhp>0) 2015 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
1912 2017
1913 if(disease->stats.maxgrace>0) 2018 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2019 disease->stats.maxgrace += dur_mod;
1915 2020
1916 if(disease->stats.dam) { 2021 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2022 {
1918 disease->stats.dam += dam_mod; 2023 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2024 disease->stats.dam += dam_mod;
1920 } 2025 else
2026 disease->stats.dam -= dam_mod;
2027 }
1921 2028
1922 if(disease->last_sp) { 2029 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2030 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2031 disease->last_sp -= 2 * dam_mod;
1925 } 2032 if (disease->last_sp < 1)
2033 disease->last_sp = 1;
2034 }
1926 2035
1927 if(disease->stats.maxsp) { 2036 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2037 {
1929 disease->stats.maxsp += dam_mod; 2038 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2039 disease->stats.maxsp += dam_mod;
1931 } 2040 else
1932 2041 disease->stats.maxsp -= dam_mod;
2042 }
2043
1933 if(disease->stats.ac) 2044 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2045 disease->stats.ac += dam_mod;
1935 2046
1936 if(disease->last_eat) 2047 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2048 disease->last_eat -= dam_mod;
1938 2049
1939 if(disease->stats.hp) 2050 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2051 disease->stats.hp -= dam_mod;
1941 2052
1942 if(disease->stats.sp) 2053 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2054 disease->stats.sp -= dam_mod;
1944 2055
1945 if(infect_object(walk,disease,1)) { 2056 if (infect_object (walk, disease, 1))
1946 object *flash; /* visual effect for inflicting disease */ 2057 {
1947
1948 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);
1949 2059
1950 free_object(disease); /* don't need this one anymore */ 2060 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1952 flash->x = x; 2062 return 1;
1953 flash->y = y; 2063 }
1954 flash->map = walk->map; 2064
1955 insert_ob_in_map(flash,walk->map,op,0); 2065 disease->destroy ();
1956 return 1; 2066 }
1957 } 2067 } /* if living creature */
1958 free_object(disease); 2068 } /* for range of spaces */
1959 } 2069
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2071 return 1;
1964} 2072}

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