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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.5 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.61 by root, Sun May 18 19:53:07 2008 UTC

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

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