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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.64 by root, Mon Sep 29 06:32:09 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
104/*************************************************************************** 103/***************************************************************************
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 134 return;
135 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 141
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165 161void
166void move_bolt(object *op) { 162move_bolt (object *op)
167 object *tmp; 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 mapstruct *m; 166 maptile *m;
171 167
172 if(--(op->duration)<0) { 168 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 169 {
170 op->destroy ();
171 return;
172 }
173
177 hit_map(op,0,op->attacktype,1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
179 if(!op->direction) 176 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 177 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 178
250 /* New forking code. Possibly create forks of this object 179 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 180 op->range = 0;
261 } /* copy object and move it along */ 181 else
262 } /* if move bolt along */ 182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
189 return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
199 return;
200
201 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling
204 * on the diagonal, it is trickier - eg, a bolt travelling
205 * northwest bounces different if it hits a north/south
206 * wall (bounces to northeast) vs an east/west (bounces
207 * to the southwest.
208 */
209 if (op->direction & 1)
210 op->direction = absdir (op->direction + 4);
211 else
212 {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 if (left == right)
231 op->direction = absdir (op->direction + 4);
232 else if (left)
233 op->direction = absdir (op->direction + 2);
234 else if (right)
235 op->direction = absdir (op->direction - 2);
236 }
237
238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else
242 { /* Create a copy of this object and put it ahead */
243 object *tmp = op->clone ();
244
245 m->insert (tmp, x, y, op);
246 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
255
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0;
260 } /* copy object and move it along */
261 } /* if move bolt along */
263} 262}
264 263
265/* fire_bolt 264/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 268 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
271 * pointers. 270 * pointers.
272 */ 271 */
273 272int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
275 object *tmp=NULL; 275 object *tmp = NULL;
276 int mflags; 276 int mflags;
277 277
278 if (!spob->other_arch) 278 if (!spob->other_arch)
279 return 0; 279 return 0;
280 280
281 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 282 if (tmp == NULL)
283 return 0; 283 return 0;
284 284
285 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 288
289 if (spob->slaying)
290 tmp->slaying = spob->slaying;
291
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
293 296
294 tmp->direction=dir; 297 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
297 300
298 set_owner(tmp,op); 301 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
300 303
301 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 306 tmp->map = op->map;
304 307
308 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 311 {
312 tmp->destroy ();
313 return 0;
314 }
315
316 tmp->map = newmap;
317
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 321 {
322 tmp->destroy ();
313 return 0; 323 return 0;
314 } 324 }
315 tmp->x=op->x; 325
316 tmp->y=op->y; 326 tmp->x = op->x;
327 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 329 tmp->map = op->map;
319 } 330 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 333 move_bolt (tmp);
334
322 return 1; 335 return 1;
323} 336}
324
325
326 337
327/*************************************************************************** 338/***************************************************************************
328 * 339 *
329 * BULLET/BALL CODE 340 * BULLET/BALL CODE
330 * 341 *
331 ***************************************************************************/ 342 ***************************************************************************/
332 343
333/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 346 * At least that is what I think this does.
336 */ 347 */
348void
337void explosion(object *op) { 349explosion (object *op)
338 object *tmp; 350{
339 mapstruct *m=op->map; 351 maptile *m = op->map;
340 int i; 352 int i;
341 353
342 if(--(op->duration)<0) { 354 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 355 {
356 op->destroy ();
357 return;
358 }
359
347 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
348 361
349 if(op->range>0) { 362 if (op->range > 0)
350 for(i=1;i<9;i++) { 363 {
364 for (i = 1; i < 9; i++)
365 {
351 sint16 dx,dy; 366 sint16 dx, dy;
352 367
353 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
355 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 372 * out of map, etc.
357 */ 373 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 375 {
360 copy_object(op,tmp); 376 object *tmp = op->clone ();
361 tmp->state=0; 377
362 tmp->speed_left= -0.21; 378 tmp->state = 0;
363 tmp->range--; 379 tmp->speed_left = -0.21f;
364 tmp->value=0; 380 tmp->range--;
365 tmp->x=dx; 381 tmp->value = 0;
366 tmp->y=dy; 382
367 insert_ob_in_map(tmp,m,op,0); 383 m->insert (tmp, dx, dy, op);
384 }
385 }
368 } 386 }
369 }
370 }
371} 387}
372
373 388
374/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
376 * explode. 391 * explode.
377 */ 392 */
393void
378void explode_bullet(object *op) 394explode_bullet (object *op)
379{ 395{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 396 object *tmp, *owner;
382 397
383 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 401 op->destroy ();
386 free_object (op); 402 return;
387 return;
388 } 403 }
389 404
390 if (op->env) { 405 if (op->env)
391 object *env; 406 {
407 object *env = op->outer_env ();
392 408
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 412 op->destroy ();
397 free_object (op);
398 return; 413 return;
399 } 414 }
400 remove_ob (op); 415
401 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 417 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 418 else if (out_of_map (op->map, op->x, op->y))
419 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 421 op->destroy ();
407 free_object (op); 422 return;
408 return; 423 }
424
425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
426 // NOTE: If this breaks something important: remove this. I can't think of anything
427 // bad at the moment that might happen from this.
428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 429 {
430 op->destroy ();
431 return;
432 }
410 433
411 if (op->attacktype) { 434 if (op->attacktype)
435 {
412 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 437
438 if (op->destroyed ())
414 return; 439 return;
415 } 440 }
416 441
417 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
419 444
420 copy_owner (tmp, op); 445 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 447
424 owner = get_owner(op); 448 owner = op->owner;
449
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
426 !tailor_god_spell(tmp, owner)) {
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 451 {
431 tmp->x = op->x; 452 op->destroy ();
432 tmp->y = op->y; 453 return;
454 }
433 455
434 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
458 {
436 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 460 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 461 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 462 tmp->duration = op->duration;
440 } else { 463 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 464 else
465 {
466 if (op->attacktype & AT_MAGIC)
467 tmp->attacktype |= AT_MAGIC;
468
442 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
446 /* Used for spell tracking - just need a unique val for this spell - 473 /* Used for spell tracking - just need a unique val for this spell -
447 * the count of the parent should work fine. 474 * the count of the parent should work fine.
448 */ 475 */
449 tmp->stats.maxhp = op->count; 476 tmp->stats.maxhp = op->count;
450 } 477 }
451 478
452 /* Set direction of cone explosion */ 479 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 480 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
455 482
456 /* Prevent recursion */ 483 /* Prevent recursion */
457 op->move_on = 0; 484 op->move_on = 0;
458 485
459 insert_ob_in_map(tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
460 /* remove the firebullet */ 489 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 490 op->destroy ();
462 remove_ob (op);
463 free_object (op);
464 }
465} 491}
466
467
468 492
469/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
470 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
471 */ 495 */
472 496void
473void check_bullet(object *op) 497check_bullet (object *op)
474{ 498{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 499 object *tmp;
477 int dam, mflags; 500 int dam, mflags;
478 mapstruct *m; 501 maptile *m;
479 sint16 sx, sy; 502 sint16 sx, sy;
480 503
481 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 504 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
482 505
483 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 506 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
484 return; 507 return;
485 508
486 if (op->other_arch) { 509 if (op->other_arch)
510 {
487 /* explode object will also remove op */ 511 /* explode object will also remove op */
488 explode_bullet (op); 512 explode_bullet (op);
489 return; 513 return;
490 } 514 }
491 515
492 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
493 if (!(mflags & P_IS_ALIVE)) return; 517 if (!(mflags & P_IS_ALIVE))
518 return;
494 519
495 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
496 { 521 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 523 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 525
501 || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
502 { 527 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 529 {
505 free_object(op); 530 op->destroy ();
506 return; 531 return;
507 } 532 }
508 } 533 }
509 } 534 }
510 } 535 }
511} 536}
512
513 537
514/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 539 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
518 */ 542 */
519 543void
520void move_bullet(object *op) 544move_bullet (object *op)
521{ 545{
522 sint16 new_x, new_y; 546 sint16 new_x, new_y;
523 int mflags; 547 int mflags;
524 mapstruct *m; 548 maptile *m;
525 549
526#if 0 550#if 0
527 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
528 552
529 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 555 if (op->stats.sp == SP_METEOR)
556 {
532 replace_insert_ob_in_map("fire_trail",op); 557 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
534 return; 559 return;
535 } /* end addition. */ 560 } /* end addition. */
536#endif 561#endif
537 562
538 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 564 if (--op->range <= 0)
565 {
540 if (op->other_arch) { 566 if (op->other_arch)
541 explode_bullet (op); 567 explode_bullet (op);
542 } else { 568 else
543 remove_ob (op); 569 op->destroy ();
544 free_object (op); 570
545 }
546 return; 571 return;
547 } 572 }
548 573
549 new_x = op->x + DIRX(op); 574 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 575 new_y = op->y + DIRY (op);
551 m = op->map; 576 m = op->map;
552 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);
553 578
554 if (mflags & P_OUT_OF_MAP) { 579 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 580 {
556 free_object (op); 581 op->destroy ();
557 return; 582 return;
558 } 583 }
559 584
560 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 {
561 if (op->other_arch) { 587 if (op->other_arch)
562 explode_bullet (op); 588 explode_bullet (op);
563 } else { 589 else
564 remove_ob (op); 590 op->destroy ();
565 free_object (op); 591
566 }
567 return; 592 return;
568 } 593 }
569 594
570 remove_ob (op); 595 if (!(op = m->insert (op, new_x, new_y, op)))
571 op->x = new_x;
572 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
574 return; 596 return;
575 597
576 if (reflwall (op->map, op->x, op->y, op)) { 598 if (reflwall (op->map, op->x, op->y, op))
599 {
577 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 601 update_turn_face (op);
579 } else { 602 }
603 else
580 check_bullet (op); 604 check_bullet (op);
581 }
582} 605}
583
584
585
586 606
587/* fire_bullet 607/* fire_bullet
588 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
589 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
590 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
591 * spob->attacktype. 611 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
593 * pointers. 613 * pointers.
594 */ 614 */
595 615int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 616fire_bullet (object *op, object *caster, int dir, object *spob)
617{
597 object *tmp=NULL; 618 object *tmp = NULL;
598 int mflags; 619 int mflags;
599 620
600 if (!spob->other_arch) 621 if (!spob->other_arch)
601 return 0; 622 return 0;
602 623
603 tmp=arch_to_object(spob->other_arch); 624 tmp = spob->other_arch->instance ();
604 if(tmp==NULL) 625 if (!tmp)
605 return 0; 626 return 0;
606 627
607 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
608 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);
609 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 631 if (spob->slaying)
632 tmp->slaying = spob->slaying;
611 633
612 tmp->range = 50; 634 tmp->range = 50;
613 635
614 /* Need to store duration/range for the ball to use */ 636 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 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);
618 640
619 tmp->direction=dir; 641 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 643 SET_ANIMATION (tmp, dir);
622 644
623 set_owner(tmp,op); 645 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
625 647
626 tmp->x=op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 650 tmp->map = op->map;
629 651
652 maptile *newmap;
630 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);
631 if (mflags & P_OUT_OF_MAP) { 654 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 655 {
656 tmp->destroy ();
657 return 0;
658 }
659
660 tmp->map = newmap;
661
635 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 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 665 {
666 tmp->destroy ();
638 return 0; 667 return 0;
639 } 668 }
640 tmp->x=op->x; 669
641 tmp->y=op->y; 670 tmp->x = op->x;
671 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 672 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 673 tmp->map = op->map;
644 } 674 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 675
676 if ((tmp = tmp->insert_at (tmp, op)))
646 check_bullet (tmp); 677 check_bullet (tmp);
647 } 678
648 return 1; 679 return 1;
649} 680}
650
651
652
653 681
654/***************************************************************************** 682/*****************************************************************************
655 * 683 *
656 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
657 * 685 *
658 *****************************************************************************/ 686 *****************************************************************************/
659 687
660
661/* 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
662void cone_drop(object *op) { 690cone_drop (object *op)
691{
663 object *new_ob = arch_to_object(op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
664 693
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level; 694 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 695 new_ob->set_owner (op->owner);
669 696
670 /* preserve skill ownership */ 697 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 698 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill); 699 new_ob->skill = op->skill;
673 new_ob->skill = add_refcount(op->skill); 700
674 } 701 new_ob->insert_at (op, op);
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677} 702}
678 703
679/* 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 */
680 705
706void
681void move_cone(object *op) { 707move_cone (object *op)
682 int i; 708{
683 tag_t tag;
684
685 /* 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 */
686 if (! op->map) { 710 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 } 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 }
693 716
694 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
719 {
696 hit_map(op,0,op->attacktype,0); 720 hit_map (op, 0, op->attacktype, 0);
697 return; 721 return;
698 } 722 }
699 723
700#if 0 724#if 0
701 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 726 * when their cone dies when they die.
703 */ 727 */
704 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 729 if (op->owner == NULL)
706 remove_ob(op); 730 {
707 free_object(op); 731 op->destroy ();
708 return; 732 return;
709 } 733 }
710#endif 734#endif
711 735
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 736 hit_map (op, 0, op->attacktype, 0);
714 737
715 /* Check to see if we should push anything. 738 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 739 * Spell objects with weight push whatever they encounter to some
717 * degree. 740 * degree.
718 */ 741 */
742 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 743 check_spell_knockback (op);
720 744
721 if (was_destroyed (op, tag)) 745 if (op->destroyed ())
746 return;
747
748 if (op->duration-- < 0)
749 {
750 op->destroy ();
722 return; 751 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 752 }
729 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 754 * any further. When the duration above expires,
731 * then the object will get removed. 755 * then the object will get removed.
732 */ 756 */
733 if (--op->range < 0) { 757 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 758 {
759 op->range = 0; /* just so it doesn't wrap */
760 return;
761 }
737 762
738 for(i= -1;i<2;i++) { 763 for (int i = -1; i <= 1; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 764 {
740 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)];
741 766
742 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))
743 object *tmp=get_object(); 768 {
744 copy_object(op, tmp); 769 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 770
748 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
749 772
750 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 775
753 if (tmp->other_arch) cone_drop(tmp); 776 op->map->insert (tmp, x, y, op);
754 } 777
778 if (tmp->other_arch)
779 cone_drop (tmp);
780 }
755 } 781 }
756} 782}
757 783
758/* cast_cone: casts a cone spell. 784/* cast_cone: casts a cone spell.
759 * op: person firing the object. 785 * op: person firing the object.
761 * dir: direction to fire in. 787 * dir: direction to fire in.
762 * 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
763 * to fire. 789 * to fire.
764 * returns 0 on failure, 1 on success. 790 * returns 0 on failure, 1 on success.
765 */ 791 */
792int
766int cast_cone(object *op, object *caster,int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
767{ 794{
768 object *tmp; 795 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 796 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 797 maptile *m;
771 sint16 sx, sy; 798 sint16 sx, sy;
772 MoveType movetype; 799 MoveType movetype;
773 800
774 if (!spell->other_arch) return 0; 801 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 802 return 0;
803
804 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 805 {
806 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
807 return 0;
808 }
782 809
783 if(!dir) { 810 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 811 {
812 range_min = 0;
813 range_max = 8;
814 }
787 815
788 /* 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
789 * 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
790 * insert it into is blocked. 818 * insert it into is blocked.
791 */ 819 */
792 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
793 821
794 for(i=range_min;i<=range_max;i++) { 822 for (i = range_min; i <= range_max; i++)
823 {
795 sint16 x,y, d; 824 sint16 x, y, d;
796 825
797 /* We can't use absdir here, because it never returns 826 /* We can't use absdir here, because it never returns
798 * 0. If this is a rune, we want to hit the person on top 827 * 0. If this is a rune, we want to hit the person on top
799 * of the trap (d==0). If it is not a rune, then we don't want 828 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 829 * to hit that person.
801 */ 830 */
802 d = dir + i; 831 d = dir + i;
803 while (d < 0) d+=8; 832 while (d < 0)
804 while (d > 8) d-=8; 833 d += 8;
834 while (d > 8)
835 d -= 8;
805 836
806 /* 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.
807 * In that case, we have to see - if dir is specified, 838 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 839 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 840 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 841 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 842 * for the rune code.
812 */ 843 */
813 if (caster->type != RUNE && d==0) { 844 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 845 {
815 else continue; 846 if (dir != 0)
816 } 847 d = 8;
848 else
849 continue;
850 }
817 851
818 x = op->x+freearr_x[d]; 852 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 853 y = op->y + freearr_y[d];
820 854
821 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)
822 continue; 856 continue;
823 857
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 859 continue;
826 860
827 success=1; 861 success = 1;
828 tmp=arch_to_object(spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 863 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 866 tmp->attacktype = spell->attacktype;
835 867
836 /* holy word stuff */ 868 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 870 if (!tailor_god_spell (tmp, op))
839 } 871 return 0;
840 872
841 if(dir) 873 if (dir)
842 tmp->stats.sp=dir; 874 tmp->stats.sp = dir;
843 else 875 else
844 tmp->stats.sp=i; 876 tmp->stats.sp = i;
845 877
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 878 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 879
848 /* 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 */
849 if (dir == 0) { 881 if (dir == 0)
882 {
850 tmp->range /= 4; 883 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 884 if (tmp->range < 2 && spell->range >= 2)
852 } 885 tmp->range = 2;
886 }
887
853 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);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 889 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 890
856 /* Special bonus for fear attacks */ 891 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 892 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 893 {
859 else 894 if (caster->type == PLAYER)
895 tmp->duration += fear_bonus[caster->stats.Cha];
896 else
860 tmp->duration += caster->level/3; 897 tmp->duration += caster->level / 3;
861 } 898 }
899
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 900 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 901 {
864 else 902 if (caster->type == PLAYER)
903 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
904 else
865 tmp->duration += caster->level/3; 905 tmp->duration += caster->level / 3;
866 } 906 }
867 907
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
870 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);
871 spell->other_arch->name);
872 910
873 if (!tmp->move_on && tmp->stats.dam) { 911 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
875 "cast_cone(): arch %s doesn't have move_on set\n",
876 spell->other_arch->name);
877 }
878 insert_ob_in_map(tmp,m,op,0);
879 913
914 m->insert (tmp, sx, sy, op);
915
880 /* 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
881 * a single space too many times. 917 * a single space too many times.
882 */ 918 */
883 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
884 920
885 if(tmp->other_arch) cone_drop(tmp); 921 if (tmp->other_arch)
922 cone_drop (tmp);
886 } 923 }
924
887 return success; 925 return success;
888} 926}
889 927
890/**************************************************************************** 928/****************************************************************************
891 * 929 *
892 * BOMB related code 930 * BOMB related code
893 * 931 *
894 ****************************************************************************/ 932 ****************************************************************************/
895 933
896
897/* This handles an exploding bomb. 934/* This handles an exploding bomb.
898 * op is the original bomb object. 935 * op is the original bomb object.
899 */ 936 */
937void
900void animate_bomb(object *op) { 938animate_bomb (object *op)
901 int i; 939{
902 object *env, *tmp;
903 archetype *at;
904
905 if(op->state!=NUM_ANIMATIONS(op)-1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 941 return;
907 942
908 env = object_get_env_recursive(op); 943 object *env = op->outer_env ();
909 944
910 if (op->env) { 945 if (op->env)
946 {
911 if (env->map == NULL) 947 if (env->map == NULL)
912 return; 948 return;
913 949
914 if (env->type == PLAYER) 950 if (!(op = op->insert_at (env, op)))
915 esrv_del_item(env->contr, op->count); 951 return;
952 }
916 953
917 remove_ob(op); 954 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
918 op->x = env->x; 955 // on a safe map. I don't like this special casing, but it seems to be neccessary
919 op->y = env->y; 956 // as bombs can be carried.
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 957 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
958 {
959 op->destroy ();
921 return; 960 return;
922 } 961 }
923 962
924 /* This copies a lot of the code from the fire bullet, 963 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 965 * so just set up the appropriate values.
927 */ 966 */
928 at = find_archetype(SPLINT); 967 if (archetype *at = archetype::find (SPLINT))
929 if (at) { 968 {
930 for(i=1;i<9;i++) { 969 for (int i = 1; i < 9; i++)
970 {
931 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]))
932 continue; 972 continue;
933 tmp = arch_to_object(at); 973
974 object *tmp = arch_to_object (at);
934 tmp->direction = i; 975 tmp->direction = i;
935 tmp->range = op->range; 976 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 978 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 980 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 981 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 982 tmp->skill = op->skill;
942 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 }
943 } 990 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i);
946 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0);
949 move_bullet(tmp);
950 }
951 }
952 991
953 explode_bullet(op); 992 explode_bullet (op);
954} 993}
955 994
995int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 996create_bomb (object *op, object *caster, int dir, object *spell)
957 997{
958 object *tmp; 998 object *tmp;
959 int mflags; 999 int mflags;
960 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];
961 mapstruct *m; 1001 maptile *m;
962 1002
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1003 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1005 {
965 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.");
966 return 0; 1007 return 0;
967 } 1008 }
1009
968 tmp=arch_to_object(spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
969 1011
970 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 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);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1016 tmp->attacktype = spell->attacktype;
975 1017
976 set_owner(tmp,op); 1018 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1019 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1020
979 tmp->y=dy; 1021 m->insert (tmp, dx, dy, op);
980 insert_ob_in_map(tmp,m,op,0);
981 return 1; 1022 return 1;
982} 1023}
983 1024
984/**************************************************************************** 1025/****************************************************************************
985 * 1026 *
986 * smite related spell code. 1027 * smite related spell code.
994 * dir is the direction to look in. 1035 * dir is the direction to look in.
995 * range is how far out to look. 1036 * range is how far out to look.
996 * 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.
997 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
998 */ 1039 */
999 1040object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1041get_pointed_target (object *op, int dir, int range, int type)
1042{
1001 object *target; 1043 object *target;
1002 sint16 x,y; 1044 sint16 x, y;
1003 int dist, mflags; 1045 int dist, mflags;
1004 mapstruct *mp; 1046 maptile *mp;
1005 1047
1006 if (dir==0) return NULL; 1048 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1049 return NULL;
1028}
1029 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}
1030 1075
1031/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1033 * usual params - 1078 * usual params -
1034 * op = player 1079 * op = player
1035 * caster = object casting the spell. 1080 * caster = object casting the spell.
1036 * dir = direction being cast 1081 * dir = direction being cast
1037 * spell = spell object 1082 * spell = spell object
1038 */ 1083 */
1039 1084int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1086{
1041 object *effect, *target; 1087 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1088 object *god = find_god (determine_god (op));
1043 int range; 1089 int range;
1044 1090
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1091 range = spell->range + SP_level_range_adjust (caster, spell);
1046 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);
1047 1093
1048 /* Bunch of conditions for casting this spell. Note that only 1094 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1095 * require a god if this is a cleric spell (requires grace).
1050 * 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
1051 * 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
1052 * interesting spell. 1098 * interesting spell.
1053 * 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
1054 * can't be friendly to your god. 1100 * can't be friendly to your god.
1055 */ 1101 */
1056 1102
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1103 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1104 || (!god && spell->stats.grace)
1059 ||(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)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1106 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1107 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1108 return 0;
1063 } 1109 }
1064 1110
1065 if (spell->other_arch) 1111 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1067 else 1113 else
1068 return 0; 1114 return 0;
1069 1115
1070 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1120 {
1074 if(tailor_god_spell(effect,op)) 1121 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1123 else
1124 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1125 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1126 return 0;
1080 } 1127 }
1081 } 1128 }
1082 1129
1083 /* size of the area of destruction */ 1130 /* size of the area of destruction */
1084 effect->range=spell->range + 1131 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1132 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1133
1089 if (effect->attacktype & AT_DEATH) { 1134 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1135 {
1091 SP_level_dam_adjust(caster,spell); 1136 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1137
1093 /* casting death spells at undead isn't a good thing */ 1138 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1139 if (QUERY_FLAG (target, FLAG_UNDEAD))
1140 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1141 if (random_roll (0, 2, op, PREFER_LOW))
1142 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1143 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1144 effect->x = op->x;
1098 effect->y=op->y; 1145 effect->y = op->y;
1099 } else { 1146 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1147 else
1101 query_name(target)); 1148 {
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1150 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1151 effect->destroy ();
1104 return 0; 1152 return 0;
1153 }
1154 }
1105 } 1155 }
1106 } 1156 else
1107 } else { 1157 {
1108 /* how much woe to inflict :) */ 1158 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1159 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1160 }
1112 1161
1113 set_owner(effect,op); 1162 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1163 set_spell_skill (op, caster, spell, effect);
1115 1164
1116 /* ok, tell it where to be, and insert! */ 1165 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1166 effect->insert_at (target, op);
1118 effect->y=target->y; 1167
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1; 1168 return 1;
1122} 1169}
1123
1124 1170
1125/**************************************************************************** 1171/****************************************************************************
1126 * 1172 *
1127 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1128 * 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
1129 * code here is just to move the missile. 1175 * code here is just to move the missile.
1130 ****************************************************************************/ 1176 ****************************************************************************/
1131 1177
1132/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1179void
1133void move_missile(object *op) { 1180move_missile (object *op)
1134 int i, mflags; 1181{
1135 object *owner;
1136 sint16 new_x, new_y;
1137 mapstruct *m;
1138
1139 if (op->range-- <=0) { 1182 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1183 {
1184 op->destroy ();
1185 return;
1186 }
1144 1187
1145 owner = get_owner(op); 1188 mapxy pos (op);
1146#if 0 1189 pos.move (op->direction);
1147 /* It'd make things nastier if this wasn't here - spells cast by 1190
1148 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1149 */
1150 if (owner == NULL) {
1151 remove_ob(op);
1152 free_object(op);
1153 return;
1154 } 1192 {
1155#endif 1193 op->destroy ();
1194 return;
1195 }
1156 1196
1157 new_x = op->x + DIRX(op); 1197 mapspace &ms = pos.ms ();
1158 new_y = op->y + DIRY(op);
1159 1198
1160 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))
1161 1200 {
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1164 tag_t tag = op->count;
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1167 * 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.
1168 */ 1204 */
1169 if ( ! was_destroyed (op, tag)) { 1205 op->destroy ();
1170 remove_ob (op); 1206 return;
1171 free_object(op); 1207 }
1172 } 1208
1173 return; 1209 if (!op->direction)
1174 } 1210 {
1175 1211 op->destroy ();
1176 remove_ob(op); 1212 return;
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1178 free_object(op);
1179 return;
1180 } 1213 }
1181 op->x = new_x; 1214
1182 op->y = new_y; 1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1183 op->map = m;
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1185 if(i > 0 && i != op->direction){ 1216 if (i > 0 && i != op->direction)
1217 {
1186 op->direction=i; 1218 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1188 } 1220 }
1189 insert_ob_in_map(op,op->map,op,0); 1221
1222 pos.insert (op, op);
1190} 1223}
1191 1224
1192/**************************************************************************** 1225/****************************************************************************
1193 * Destruction 1226 * Destruction
1194 ****************************************************************************/ 1227 ****************************************************************************/
1228
1195/* make_object_glow() - currently only makes living objects glow. 1229/* make_object_glow() - currently only makes living objects glow.
1196 * 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
1197 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1200 */ 1234 */
1201 1235int
1202int make_object_glow(object *op, int radius, int time) { 1236make_object_glow (object *op, int radius, int time)
1203 object *tmp; 1237{
1204
1205 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1240 return 0;
1208 1241
1209 tmp=get_archetype(FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1244 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1246 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1249
1217 tmp->x=op->x;
1218 tmp->y=op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1221 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1223 1254
1224 if(!tmp->env||op!=tmp->env) {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1226 op->name);
1227 return 0;
1228 }
1229 return 1; 1255 return 1;
1230} 1256}
1231 1257
1232 1258int
1233
1234
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1259cast_destruction (object *op, object *caster, object *spell_ob)
1260{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1262 sint16 sx, sy;
1238 mapstruct *m; 1263 maptile *m;
1239 object *tmp; 1264 object *tmp;
1240 const char *skill; 1265 const char *skill;
1241 1266
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 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);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1269 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1271 friendly = 1;
1246 1272
1247 /* destruction doesn't use another spell object, so we need 1273 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1274 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1275 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through 1276 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1277 * the full share string/free_string route.
1252 */ 1278 */
1253 skill = op->skill; 1279 skill = op->skill;
1280 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1281 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1282 else if (caster->skill)
1283 op->skill = caster->skill;
1284 else
1256 else op->skill = NULL; 1285 op->skill = NULL;
1257 1286
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1259 1288
1260 for(i= -range; i<range; i++) { 1289 for (i = -range; i <= range; i++)
1290 {
1261 for(j=-range; j<range ; j++) { 1291 for (j = -range; j <= range; j++)
1292 {
1262 m = op->map; 1293 m = op->map;
1263 sx = op->x + i; 1294 sx = op->x + i;
1264 sy = op->y + j; 1295 sy = op->y + j;
1296
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1298 if (mflags & P_OUT_OF_MAP)
1299 continue;
1300
1267 if (mflags & P_IS_ALIVE) { 1301 if (mflags & P_IS_ALIVE)
1268 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)
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1305 break;
1271 if (tmp) {
1272 if (tmp->head) tmp=tmp->head;
1273 1306
1307 if (tmp)
1308 {
1309 if (tmp->head)
1310 tmp = tmp->head;
1311
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1314 {
1315 if (spell_ob->subtype == SP_DESTRUCTION)
1316 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1318
1279 tmp = arch_to_object(spell_ob->other_arch); 1319 if (spell_ob->other_arch)
1280 tmp->x = sx; 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1281 tmp->y = sy; 1321 }
1282 insert_ob_in_map(tmp, m, op, 0); 1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1283 } 1323 {
1284 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1286 tmp->resist[ATNR_MAGIC]!=100) {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1288 object *effect = arch_to_object(spell_ob->other_arch); 1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1289 effect->x = sx; 1326 }
1290 effect->y = sy; 1327 }
1291 insert_ob_in_map(effect, m, op, 0); 1328 }
1292 } 1329 }
1293 } 1330 }
1294 }
1295 }
1296 } 1331 }
1297 } 1332
1298 }
1299 op->skill = skill; 1333 op->skill = skill;
1300 return 1; 1334 return 1;
1301} 1335}
1302 1336
1303/*************************************************************************** 1337/***************************************************************************
1304 * 1338 *
1305 * CURSE 1339 * CURSE
1306 * 1340 *
1307 ***************************************************************************/ 1341 ***************************************************************************/
1308 1342
1343int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1344cast_curse (object *op, object *caster, object *spell_ob, int dir)
1345{
1310 object *god = find_god(determine_god(op)); 1346 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1347 object *tmp, *force;
1312 1348
1313 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);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1350 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1351 {
1352 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1353 return 0;
1354 }
1320 1355
1356 tmp = tmp->head_ ();
1357
1321 /* 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. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1359 for (force = tmp->inv; force; force = force->below)
1360 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1362 {
1324 if (force->name == spell_ob->name) { 1363 if (force->name == spell_ob->name)
1325 break; 1364 {
1326 } 1365 break;
1366 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1367 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1368 {
1329 "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);
1330 spell_ob->name, force->name_pl); 1370 return 0;
1331 return 0; 1371 }
1372 }
1332 } 1373 }
1333 } 1374
1375 if (!force)
1334 } 1376 {
1335
1336 if(force==NULL) {
1337 force=get_archetype(FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name); 1379
1340 if (spell_ob->race) 1380 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1381 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1382 else
1383 force->name = spell_ob->name;
1384
1385 force->name_pl = spell_ob->name;
1386
1387 }
1388 else
1389 {
1348 int duration; 1390 int duration;
1349 1391
1350 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;
1351 if (duration > force->duration) { 1393 if (duration > force->duration)
1394 {
1352 force->duration = duration; 1395 force->duration = duration;
1353 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.");
1354 } else { 1397 }
1398 else
1355 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.");
1356 } 1400
1357 return 1; 1401 return 1;
1358 } 1402 }
1403
1359 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;
1360 force->speed = 1.0; 1405 force->speed = 1.f;
1361 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1362 SET_FLAG(force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1363 1408
1364 if(god) { 1409 if (god)
1410 {
1365 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1412 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1413 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1414 force->path_denied = god->path_denied;
1369 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);
1370 "You are a victim of %s's curse!",god->name); 1416 }
1371 } else 1417 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1419
1374 1420
1375 if(tmp!=op && op->type==PLAYER) 1421 if (tmp != op && op->type == PLAYER)
1376 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);
1377 1423
1378 force->stats.ac = spell_ob->stats.ac; 1424 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1425 force->stats.wc = spell_ob->stats.wc;
1380 1426
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1427 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1428 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1429 tmp->update_stats ();
1384 return 1; 1430 return 1;
1385 1431
1386} 1432}
1387
1388 1433
1389/********************************************************************** 1434/**********************************************************************
1390 * mood change 1435 * mood change
1391 * 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
1392 * effects monsters, it seems best to put it into this file 1437 * effects monsters, it seems best to put it into this file
1393 ***********************************************************************/ 1438 ***********************************************************************/
1394 1439
1395/* This covers the various spells that change the moods of monsters - 1440/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1441 * makes them angry, peacful, friendly, etc.
1397 */ 1442 */
1443int
1398int mood_change(object *op, object *caster, object *spell) { 1444mood_change (object *op, object *caster, object *spell)
1445{
1399 object *tmp, *god, *head; 1446 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1447 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1448 sint16 x, y, nx, ny;
1402 mapstruct *m; 1449 maptile *m;
1403 const char *race; 1450 const char *race;
1404 1451
1405 /* 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
1406 * doing it over and over again. 1453 * doing it over and over again.
1407 */ 1454 */
1408 god=find_god(determine_god(op)); 1455 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1456 level = casting_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1458
1412 /* 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_...
1413 * 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
1414 * won't ever match anything. 1461 * won't ever match anything.
1415 */ 1462 */
1416 if (!spell->race) race=NULL; 1463 if (!spell->race)
1464 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1465 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1466 race = god->slaying;
1418 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
1419 else race = spell->race; 1470 race = spell->race;
1420
1421 1471
1422 for (x = op->x - range; x <= op->x + range; x++) 1472 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1473 for (y = op->y - range; y <= op->y + range; y++)
1424 1474 {
1425 done_one=0; 1475 done_one = 0;
1426 m = op->map; 1476 m = op->map;
1427 nx = x; 1477 nx = x;
1428 ny = y; 1478 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1480 if (mflags & P_OUT_OF_MAP)
1481 continue;
1431 1482
1432 /* 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 */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1484 if (!(mflags & P_IS_ALIVE))
1485 continue;
1434 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
1435 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)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1493 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1494 break;
1437 1495
1438 /* There can be living objects that are not monsters */ 1496 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1497 if (!tmp || tmp->type == PLAYER)
1498 continue;
1440 1499
1441 /* Only the head has meaningful data, so resolve to that */ 1500 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1501 if (tmp->head)
1443 else head=tmp; 1502 head = tmp->head;
1503 else
1504 head = tmp;
1444 1505
1445 /* 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 */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1507 if (race && head->race && !strstr (race, head->race))
1508 continue;
1509
1447 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;
1448 1512
1449 /* Now do a bunch of stuff related to saving throws */ 1513 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1514 best_at = -1;
1451 if (spell->attacktype) { 1515 if (spell->attacktype)
1516 {
1452 for (at=0; at < NROFATTACKS; at++) 1517 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1518 if (spell->attacktype & (1 << at))
1454 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;
1455 1521
1456 if (best_at == -1) at=0; 1522 if (best_at == -1)
1523 at = 0;
1457 else { 1524 else
1525 {
1458 if (head->resist[best_at] == 100) continue; 1526 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1527 continue;
1460 } 1528 else
1529 at = head->resist[best_at] / 5;
1530 }
1461 at -= level / 5; 1531 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1532 if (did_make_save (head, head->level, at))
1463 } 1533 continue;
1534 }
1464 else /* spell->attacktype */ 1535 else /* spell->attacktype */
1536 {
1465 /* 1537 /*
1466 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:
1467 * if spell level < monster level, no go 1539 * if spell level < monster level, no go
1468 * 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 ) )
1469 1541
1470 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.
1471 1543
1472 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
1473 charm a level 125 monster... 1545 charm a level 125 monster...
1474 1546
1475 Ryo, august 14th 1547 Ryo, august 14th
1476 */ 1548 */
1477 {
1478 if ( head->level > level ) continue; 1549 if (head->level > level)
1550 continue;
1551
1479 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))))
1480 /* Failed, no effect */ 1553 /* Failed, no effect */
1481 continue; 1554 continue;
1482 } 1555 }
1483 1556
1484 /* Done with saving throw. Now start effecting the monster */ 1557 /* Done with saving throw. Now start affecting the monster */
1485 1558
1486 /* aggravation */ 1559 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1561 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1563 remove_friendly_object (head);
1564 done_one = 1;
1565 head->enemy = op;
1566 }
1491 1567
1492 done_one = 1;
1493 head->enemy = op;
1494 }
1495
1496 /* calm monsters */ 1568 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1570 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1571 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1572 head->enemy = NULL;
1500 done_one = 1; 1573 done_one = 1;
1501 } 1574 }
1502 1575
1503 /* berserk monsters */ 1576 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1578 {
1505 SET_FLAG(head, FLAG_BERSERK); 1579 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1580 done_one = 1;
1507 } 1581 }
1582
1508 /* charm */ 1583 /* charm */
1509 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))
1510 SET_FLAG(head, FLAG_FRIENDLY); 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1512 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.
1513 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. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1592 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1594 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1595 head->attack_movement = PETMOVE;
1519 done_one = 1; 1596 done_one = 1;
1520 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);
1521 head->stats.exp = 0; 1598 head->stats.exp = 0;
1522 } 1599 }
1523 1600
1524 /* If a monster was effected, put an effect in */ 1601 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1602 if (done_one && spell->other_arch)
1526 tmp = arch_to_object(spell->other_arch); 1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1527 tmp->x = nx; 1604 } /* for y */
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 }
1531 } /* for y */
1532 1605
1533 return 1; 1606 return 1;
1534} 1607}
1535 1608
1536 1609
1537/* 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
1538 * 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
1539 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1613 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1542 */ 1615 */
1543 1616void
1544void move_ball_spell(object *op) { 1617move_ball_spell (object *op)
1618{
1545 int i,j,dam_save,dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1547 object *owner; 1621 object *owner;
1548 mapstruct *m; 1622 maptile *m;
1549 1623
1550 owner = get_owner(op); 1624 owner = op->owner;
1551 1625
1552 /* 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,
1553 * 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
1554 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1555 * offset to move the ball, eg, keep it mostly on course, with some 1629 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1630 * deviations.
1557 */ 1631 */
1558 1632
1559 dir = 0; 1633 dir = 0;
1560 if(!(rndm(0, 3))) 1634 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1635 j = rndm (0, 1);
1562 else j=0; 1636 else
1637 j = 0;
1563 1638
1564 for(i = 1; i < 9; i++) { 1639 for (i = 1; i < 9; i++)
1640 {
1565 /* i bit 0: alters sign of offset 1641 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1642 * other bits (i / 2): absolute value of offset
1567 */ 1643 */
1568 1644
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1646 int tmpdir = absdir (op->direction + offset);
1571 1647
1572 nx = op->x + freearr_x[tmpdir]; 1648 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1649 ny = op->y + freearr_y[tmpdir];
1574 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))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1651 {
1576 dir = tmpdir; 1652 dir = tmpdir;
1577 break; 1653 break;
1578 } 1654 }
1579 } 1655 }
1580 if (dir == 0) { 1656 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1657 {
1658 nx = op->x;
1659 ny = op->y;
1660 m = op->map;
1661 }
1585 1662
1586 remove_ob(op); 1663 m->insert (op, nx, ny, op);
1587 op->y=ny; 1664
1588 op->x=nx;
1589 insert_ob_in_map(op,m,op,0);
1590
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1666 surrounding squares */
1593 1667
1594 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1670 * the surround spaces.
1597 */ 1671 */
1598 for(j=0;j<9;j++) { 1672 for (j = 0; j < 9; j++)
1599 object *new_ob; 1673 {
1600
1601 hx = nx+freearr_x[j]; 1674 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1675 hy = ny + freearr_y[j];
1603 1676
1604 m = op->map; 1677 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1679
1607 if (mflags & P_OUT_OF_MAP) continue; 1680 if (mflags & P_OUT_OF_MAP)
1681 continue;
1608 1682
1609 /* 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
1610 * of the map either. 1684 * of the map either.
1611 */ 1685 */
1612 1686
1613 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)))
1614 if(j) op->stats.dam = dam_save/2; 1688 {
1689 if (j)
1690 op->stats.dam = dam_save / 2;
1691
1615 hit_map(op,j,op->attacktype,1); 1692 hit_map (op, j, op->attacktype, 1);
1693 }
1616 1694
1617 }
1618
1619 /* insert the other arch */ 1695 /* insert the other arch */
1620 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))))
1621 new_ob = arch_to_object(op->other_arch); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1622 new_ob->x = hx;
1623 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0);
1625 }
1626 } 1698 }
1627 1699
1628 /* restore to the center location and damage*/ 1700 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1630 1702
1631 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);
1632 1704
1633 if(i>=0) { /* we have a preferred direction! */ 1705 if (i >= 0)
1706 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1635 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1708 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1636 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1711
1639 op->direction=i; 1712 op->direction = i;
1640 } 1713 }
1641} 1714}
1642 1715
1643
1644/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1645 * 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
1646 * 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
1647 * 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
1648 * 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
1649 * 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.
1650 */ 1722 */
1651 1723void
1652void move_swarm_spell(object *op) 1724move_swarm_spell (object *op)
1653{ 1725{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1726#if 0
1676 // 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 };
1677 // (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 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1729 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1730 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1731 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1732#endif
1733 object *owner = op->env;
1723 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
1724 /* 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
1725 * should just be a pointer to the spell in some inventory, 1796 * should just be a pointer to the spell in some inventory,
1726 * 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,
1727 * do some sanity checking anyways. 1798 * do some sanity checking anyways.
1728 */ 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))))
1729 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
1730 if (op->spell && op->spell->type == SPELL) 1820 if (op->spell && op->spell->type == SPELL)
1731 { 1821 {
1732 /* 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 */
1733 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 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);
1737 } 1827 }
1738} 1828}
1739
1740
1741
1742 1829
1743/* fire_swarm: 1830/* fire_swarm:
1744 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1745 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1746 * the parts of the swarm. 1833 * the parts of the swarm.
1749 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1750 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1839 * n: the number to be fired.
1753 */ 1840 */
1754 1841int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1843{
1757 object *tmp;
1758 int i;
1759
1760 if (!spell->other_arch) return 0; 1844 if (!spell->other_arch)
1845 return 0;
1761 1846
1762 tmp=get_archetype(SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1763 tmp->x=op->x; 1848
1764 tmp->y=op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1766 set_spell_skill(op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1767
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1850 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1770
1771 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1772 1853
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1774 if ( ! tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1775 return 1; 1856 return 1;
1776 } 1857
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1861
1781 tmp->direction=dir;
1782 tmp->invisible=1; 1862 tmp->invisible = 1;
1783 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
1784 return 1; 1870 return 1;
1785} 1871}
1786
1787 1872
1788/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1789 * function. 1874 * function.
1790 */ 1875 */
1876int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1877cast_light (object *op, object *caster, object *spell, int dir)
1878{
1792 object *target=NULL,*tmp=NULL; 1879 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 1880 sint16 x, y;
1794 int dam, mflags; 1881 int dam, mflags;
1795 mapstruct *m; 1882 maptile *m;
1796 1883
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 1885
1799 if(!dir) { 1886 if (!dir)
1887 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 1889 return 0;
1802 } 1890 }
1803 1891
1804 x=op->x+freearr_x[dir]; 1892 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 1893 y = op->y + freearr_y[dir];
1806 m = op->map; 1894 m = op->map;
1807 1895
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 1896 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 1897
1810 if (mflags & P_OUT_OF_MAP) { 1898 if (mflags & P_OUT_OF_MAP)
1899 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 1901 return 0;
1813 } 1902 }
1814 1903
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 1904 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 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)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1908 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 1910 if (target->head)
1911 target = target->head;
1912
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1915 }
1822 } 1916 }
1823 }
1824 1917
1825 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
1826 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 {
1827 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.");
1828 return 0; 1922 return 0;
1829 } 1923 }
1830 1924
1831 /* 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 */
1832 tmp=arch_to_object(spell->other_arch); 1926 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 1927 if (!tmp)
1928 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 1930 return 0;
1836 } 1931 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 1933 if (tmp->glow_radius)
1934 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1936 if (tmp->glow_radius > MAX_LIGHT_RADII)
1937 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 1938 }
1842 tmp->x=x; 1939
1843 tmp->y=y; 1940 m->insert (tmp, x, y, op);
1844 insert_ob_in_map(tmp,m,op,0);
1845 return 1; 1941 return 1;
1846} 1942}
1847
1848
1849
1850 1943
1851/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
1852 * player and infects someone. 1945 * player and infects someone.
1853 * 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
1854 * 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
1855 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
1856 */ 1949 */
1857 1950int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
1952{
1859 sint16 x,y; 1953 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 1955 object *walk;
1862 mapstruct *m; 1956 maptile *m;
1863 1957
1864 x = op->x; 1958 x = op->x;
1865 y = op->y; 1959 y = op->y;
1866 1960
1867 /* 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
1868 * direction the player is pointing. 1962 * direction the player is pointing.
1869 */ 1963 */
1964 if (!dir)
1870 if (!dir) dir=op->facing; 1965 dir = op->facing;
1966
1967 if (!dir)
1871 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 */
1872 1969
1873 /* Calculate these once here */ 1970 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 1972 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 1973 dur_mod = SP_level_duration_adjust (caster, spell);
1877 1974
1878 /* search in a line for a victim */ 1975 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 1976 for (i = 1; i < range; i++)
1977 {
1880 x = op->x + i * freearr_x[dir]; 1978 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 1979 y = op->y + i * freearr_y[dir];
1882 m = op->map; 1980 m = op->map;
1883 1981
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 1982 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 1983
1886 if (mflags & P_OUT_OF_MAP) return 0; 1984 if (mflags & P_OUT_OF_MAP)
1985 return 0;
1887 1986
1888 /* don't go through walls - presume diseases are airborne */ 1987 /* don't go through walls - presume diseases are airborne */
1889 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;
1890 1990
1891 /* 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 */
1892 if (mflags & P_IS_ALIVE) { 1992 if (mflags & P_IS_ALIVE)
1993 {
1893 /* search this square for a victim */ 1994 /* search this square for a victim */
1894 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)
1895 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 */
1896 object *disease = arch_to_object(spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
1897 1999
1898 set_owner(disease,op); 2000 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2003 disease->level = casting_level (caster, spell);
1902 2004
1903 /* do level adjustments */ 2005 /* do level adjustments */
1904 if(disease->stats.wc) 2006 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2007 disease->stats.wc += dur_mod / 2;
1906 2008
1907 if(disease->magic> 0) 2009 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2010 disease->magic += dur_mod / 8;
1909 2011
1910 if(disease->stats.maxhp>0) 2012 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
1912 2014
1913 if(disease->stats.maxgrace>0) 2015 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2016 disease->stats.maxgrace += dur_mod;
1915 2017
1916 if(disease->stats.dam) { 2018 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2019 {
1918 disease->stats.dam += dam_mod; 2020 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2021 disease->stats.dam += dam_mod;
1920 } 2022 else
2023 disease->stats.dam -= dam_mod;
2024 }
1921 2025
1922 if(disease->last_sp) { 2026 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2027 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2028 disease->last_sp -= 2 * dam_mod;
1925 } 2029 if (disease->last_sp < 1)
2030 disease->last_sp = 1;
2031 }
1926 2032
1927 if(disease->stats.maxsp) { 2033 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2034 {
1929 disease->stats.maxsp += dam_mod; 2035 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2036 disease->stats.maxsp += dam_mod;
1931 } 2037 else
1932 2038 disease->stats.maxsp -= dam_mod;
2039 }
2040
1933 if(disease->stats.ac) 2041 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2042 disease->stats.ac += dam_mod;
1935 2043
1936 if(disease->last_eat) 2044 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2045 disease->last_eat -= dam_mod;
1938 2046
1939 if(disease->stats.hp) 2047 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2048 disease->stats.hp -= dam_mod;
1941 2049
1942 if(disease->stats.sp) 2050 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2051 disease->stats.sp -= dam_mod;
1944 2052
1945 if(infect_object(walk,disease,1)) { 2053 if (infect_object (walk, disease, 1))
1946 object *flash; /* visual effect for inflicting disease */ 2054 {
1947
1948 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);
1949 2056
1950 free_object(disease); /* don't need this one anymore */ 2057 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1952 flash->x = x; 2059 return 1;
1953 flash->y = y; 2060 }
1954 flash->map = walk->map; 2061
1955 insert_ob_in_map(flash,walk->map,op,0); 2062 disease->destroy ();
1956 return 1; 2063 }
1957 } 2064 } /* if living creature */
1958 free_object(disease); 2065 } /* for range of spaces */
1959 } 2066
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2068 return 1;
1964} 2069}

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