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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 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 1.2 2006/08/15 15:00:20 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;
409 } 423 }
410 424
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.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 429 {
413 remove_ob (op); 430 op->destroy ();
414 free_object (op); 431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
415 return; 439 return;
416 } 440 }
417 441
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
426 444
427 copy_owner (tmp, op); 445 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 447
431 owner = get_owner(op); 448 owner = op->owner;
449
432 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))
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 451 {
438 tmp->x = op->x; 452 op->destroy ();
439 tmp->y = op->y; 453 return;
454 }
440 455
441 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
458 {
443 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 460 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 461 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 462 tmp->duration = op->duration;
447 } else { 463 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 464 else
465 {
466 if (op->attacktype & AT_MAGIC)
467 tmp->attacktype |= AT_MAGIC;
468
449 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
453 /* 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 -
454 * the count of the parent should work fine. 474 * the count of the parent should work fine.
455 */ 475 */
456 tmp->stats.maxhp = op->count; 476 tmp->stats.maxhp = op->count;
457 } 477 }
458 478
459 /* Set direction of cone explosion */ 479 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 480 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
462 482
463 /* Prevent recursion */ 483 /* Prevent recursion */
464 op->move_on = 0; 484 op->move_on = 0;
465 485
466 insert_ob_in_map(tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
467 /* remove the firebullet */ 489 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 490 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 491}
473
474
475 492
476/* 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
477 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
478 */ 495 */
479 496void
480void check_bullet(object *op) 497check_bullet (object *op)
481{ 498{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 499 object *tmp;
484 int dam, mflags; 500 int dam, mflags;
485 mapstruct *m; 501 maptile *m;
486 sint16 sx, sy; 502 sint16 sx, sy;
487 503
488 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);
489 505
490 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)))
491 return; 507 return;
492 508
493 if (op->other_arch) { 509 if (op->other_arch)
510 {
494 /* explode object will also remove op */ 511 /* explode object will also remove op */
495 explode_bullet (op); 512 explode_bullet (op);
496 return; 513 return;
497 } 514 }
498 515
499 /* 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 */
500 if (!(mflags & P_IS_ALIVE)) return; 517 if (!(mflags & P_IS_ALIVE))
518 return;
501 519
502 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)
503 { 521 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 523 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 525
508 || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 { 527 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 529 {
512 free_object(op); 530 op->destroy ();
513 return; 531 return;
514 } 532 }
515 } 533 }
516 } 534 }
517 } 535 }
518} 536}
519
520 537
521/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 539 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
525 */ 542 */
526 543void
527void move_bullet(object *op) 544move_bullet (object *op)
528{ 545{
529 sint16 new_x, new_y; 546 sint16 new_x, new_y;
530 int mflags; 547 int mflags;
531 mapstruct *m; 548 maptile *m;
532 549
533#if 0 550#if 0
534 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
535 552
536 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 555 if (op->stats.sp == SP_METEOR)
556 {
539 replace_insert_ob_in_map("fire_trail",op); 557 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
541 return; 559 return;
542 } /* end addition. */ 560 } /* end addition. */
543#endif 561#endif
544 562
545 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 564 if (--op->range <= 0)
565 {
547 if (op->other_arch) { 566 if (op->other_arch)
548 explode_bullet (op); 567 explode_bullet (op);
549 } else { 568 else
550 remove_ob (op); 569 op->destroy ();
551 free_object (op); 570
552 }
553 return; 571 return;
554 } 572 }
555 573
556 new_x = op->x + DIRX(op); 574 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 575 new_y = op->y + DIRY (op);
558 m = op->map; 576 m = op->map;
559 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);
560 578
561 if (mflags & P_OUT_OF_MAP) { 579 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 580 {
563 free_object (op); 581 op->destroy ();
564 return; 582 return;
565 } 583 }
566 584
567 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 {
568 if (op->other_arch) { 587 if (op->other_arch)
569 explode_bullet (op); 588 explode_bullet (op);
570 } else { 589 else
571 remove_ob (op); 590 op->destroy ();
572 free_object (op); 591
573 }
574 return; 592 return;
575 } 593 }
576 594
577 remove_ob (op); 595 if (!(op = m->insert (op, new_x, new_y, op)))
578 op->x = new_x;
579 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
581 return; 596 return;
582 597
583 if (reflwall (op->map, op->x, op->y, op)) { 598 if (reflwall (op->map, op->x, op->y, op))
599 {
584 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 601 update_turn_face (op);
586 } else { 602 }
603 else
587 check_bullet (op); 604 check_bullet (op);
588 }
589} 605}
590
591
592
593 606
594/* fire_bullet 607/* fire_bullet
595 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
598 * spob->attacktype. 611 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
600 * pointers. 613 * pointers.
601 */ 614 */
602 615int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 616fire_bullet (object *op, object *caster, int dir, object *spob)
617{
604 object *tmp=NULL; 618 object *tmp = NULL;
605 int mflags; 619 int mflags;
606 620
607 if (!spob->other_arch) 621 if (!spob->other_arch)
608 return 0; 622 return 0;
609 623
610 tmp=arch_to_object(spob->other_arch); 624 tmp = spob->other_arch->instance ();
611 if(tmp==NULL) 625 if (!tmp)
612 return 0; 626 return 0;
613 627
614 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
615 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);
616 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 631 if (spob->slaying)
632 tmp->slaying = spob->slaying;
618 633
619 tmp->range = 50; 634 tmp->range = 50;
620 635
621 /* Need to store duration/range for the ball to use */ 636 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 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);
625 640
626 tmp->direction=dir; 641 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 643 SET_ANIMATION (tmp, dir);
629 644
630 set_owner(tmp,op); 645 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
632 647
633 tmp->x=op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 650 tmp->map = op->map;
636 651
652 maptile *newmap;
637 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);
638 if (mflags & P_OUT_OF_MAP) { 654 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 655 {
656 tmp->destroy ();
657 return 0;
658 }
659
660 tmp->map = newmap;
661
642 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 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 665 {
666 tmp->destroy ();
645 return 0; 667 return 0;
646 } 668 }
647 tmp->x=op->x; 669
648 tmp->y=op->y; 670 tmp->x = op->x;
671 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 672 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 673 tmp->map = op->map;
651 } 674 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 675
676 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 677 check_bullet (tmp);
654 } 678
655 return 1; 679 return 1;
656} 680}
657
658
659
660 681
661/***************************************************************************** 682/*****************************************************************************
662 * 683 *
663 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
664 * 685 *
665 *****************************************************************************/ 686 *****************************************************************************/
666 687
667
668/* 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
669void cone_drop(object *op) { 690cone_drop (object *op)
691{
670 object *new_ob = arch_to_object(op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
671 693
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 694 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 695 new_ob->set_owner (op->owner);
676 696
677 /* preserve skill ownership */ 697 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 698 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 699 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 700
681 } 701 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 702}
685 703
686/* 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 */
687 705
706void
688void move_cone(object *op) { 707move_cone (object *op)
689 int i; 708{
690 tag_t tag;
691
692 /* 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 */
693 if (! op->map) { 710 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 } 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 }
700 716
701 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
719 {
703 hit_map(op,0,op->attacktype,0); 720 hit_map (op, 0, op->attacktype, 0);
704 return; 721 return;
705 } 722 }
706 723
707#if 0 724#if 0
708 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 726 * when their cone dies when they die.
710 */ 727 */
711 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 729 if (op->owner == NULL)
713 remove_ob(op); 730 {
714 free_object(op); 731 op->destroy ();
715 return; 732 return;
716 } 733 }
717#endif 734#endif
718 735
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 736 hit_map (op, 0, op->attacktype, 0);
721 737
722 /* Check to see if we should push anything. 738 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 739 * Spell objects with weight push whatever they encounter to some
724 * degree. 740 * degree.
725 */ 741 */
742 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 743 check_spell_knockback (op);
727 744
728 if (was_destroyed (op, tag)) 745 if (op->destroyed ())
746 return;
747
748 if (op->duration-- < 0)
749 {
750 op->destroy ();
729 return; 751 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 752 }
736 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 754 * any further. When the duration above expires,
738 * then the object will get removed. 755 * then the object will get removed.
739 */ 756 */
740 if (--op->range < 0) { 757 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 758 {
759 op->range = 0; /* just so it doesn't wrap */
760 return;
761 }
744 762
745 for(i= -1;i<2;i++) { 763 for (int i = -1; i <= 1; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 764 {
747 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)];
748 766
749 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))
750 object *tmp=get_object(); 768 {
751 copy_object(op, tmp); 769 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 770
755 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
756 772
757 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 775
760 if (tmp->other_arch) cone_drop(tmp); 776 op->map->insert (tmp, x, y, op);
761 } 777
778 if (tmp->other_arch)
779 cone_drop (tmp);
780 }
762 } 781 }
763} 782}
764 783
765/* cast_cone: casts a cone spell. 784/* cast_cone: casts a cone spell.
766 * op: person firing the object. 785 * op: person firing the object.
768 * dir: direction to fire in. 787 * dir: direction to fire in.
769 * 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
770 * to fire. 789 * to fire.
771 * returns 0 on failure, 1 on success. 790 * returns 0 on failure, 1 on success.
772 */ 791 */
792int
773int cast_cone(object *op, object *caster,int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
774{ 794{
775 object *tmp; 795 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 796 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 797 maptile *m;
778 sint16 sx, sy; 798 sint16 sx, sy;
779 MoveType movetype; 799 MoveType movetype;
780 800
781 if (!spell->other_arch) return 0; 801 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 802 return 0;
803
804 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 805 {
806 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
807 return 0;
808 }
789 809
790 if(!dir) { 810 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 811 {
812 range_min = 0;
813 range_max = 8;
814 }
794 815
795 /* 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
796 * 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
797 * insert it into is blocked. 818 * insert it into is blocked.
798 */ 819 */
799 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
800 821
801 for(i=range_min;i<=range_max;i++) { 822 for (i = range_min; i <= range_max; i++)
823 {
802 sint16 x,y, d; 824 sint16 x, y, d;
803 825
804 /* We can't use absdir here, because it never returns 826 /* We can't use absdir here, because it never returns
805 * 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
806 * 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
807 * to hit that person. 829 * to hit that person.
808 */ 830 */
809 d = dir + i; 831 d = dir + i;
810 while (d < 0) d+=8; 832 while (d < 0)
811 while (d > 8) d-=8; 833 d += 8;
834 while (d > 8)
835 d -= 8;
812 836
813 /* 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.
814 * In that case, we have to see - if dir is specified, 838 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 839 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 840 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 841 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 842 * for the rune code.
819 */ 843 */
820 if (caster->type != RUNE && d==0) { 844 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 845 {
822 else continue; 846 if (dir != 0)
823 } 847 d = 8;
848 else
849 continue;
850 }
824 851
825 x = op->x+freearr_x[d]; 852 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 853 y = op->y + freearr_y[d];
827 854
828 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)
829 continue; 856 continue;
830 857
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 859 continue;
833 860
834 success=1; 861 success = 1;
835 tmp=arch_to_object(spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 863 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 866 tmp->attacktype = spell->attacktype;
842 867
843 /* holy word stuff */ 868 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 870 if (!tailor_god_spell (tmp, op))
846 } 871 return 0;
847 872
848 if(dir) 873 if (dir)
849 tmp->stats.sp=dir; 874 tmp->stats.sp = dir;
850 else 875 else
851 tmp->stats.sp=i; 876 tmp->stats.sp = i;
852 877
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 878 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 879
855 /* 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 */
856 if (dir == 0) { 881 if (dir == 0)
882 {
857 tmp->range /= 4; 883 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 884 if (tmp->range < 2 && spell->range >= 2)
859 } 885 tmp->range = 2;
886 }
887
860 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);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 889 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 890
863 /* Special bonus for fear attacks */ 891 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 892 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 893 {
866 else 894 if (caster->type == PLAYER)
895 tmp->duration += fear_bonus[caster->stats.Cha];
896 else
867 tmp->duration += caster->level/3; 897 tmp->duration += caster->level / 3;
868 } 898 }
899
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 900 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 901 {
871 else 902 if (caster->type == PLAYER)
903 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
904 else
872 tmp->duration += caster->level/3; 905 tmp->duration += caster->level / 3;
873 } 906 }
874 907
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
877 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);
878 spell->other_arch->name);
879 910
880 if (!tmp->move_on && tmp->stats.dam) { 911 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 913
914 m->insert (tmp, sx, sy, op);
915
887 /* 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
888 * a single space too many times. 917 * a single space too many times.
889 */ 918 */
890 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
891 920
892 if(tmp->other_arch) cone_drop(tmp); 921 if (tmp->other_arch)
922 cone_drop (tmp);
893 } 923 }
924
894 return success; 925 return success;
895} 926}
896 927
897/**************************************************************************** 928/****************************************************************************
898 * 929 *
899 * BOMB related code 930 * BOMB related code
900 * 931 *
901 ****************************************************************************/ 932 ****************************************************************************/
902 933
903
904/* This handles an exploding bomb. 934/* This handles an exploding bomb.
905 * op is the original bomb object. 935 * op is the original bomb object.
906 */ 936 */
937void
907void animate_bomb(object *op) { 938animate_bomb (object *op)
908 int i; 939{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 941 return;
914 942
915 env = object_get_env_recursive(op); 943 object *env = op->outer_env ();
916 944
917 if (op->env) { 945 if (op->env)
946 {
918 if (env->map == NULL) 947 if (env->map == NULL)
919 return; 948 return;
920 949
921 if (env->type == PLAYER) 950 if (!(op = op->insert_at (env, op)))
922 esrv_del_item(env->contr, op->count); 951 return;
952 }
923 953
924 remove_ob(op); 954 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
925 op->x = env->x; 955 // on a safe map. I don't like this special casing, but it seems to be neccessary
926 op->y = env->y; 956 // as bombs can be carried.
927 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 ();
928 return; 960 return;
929 } 961 }
930 962
931 /* This copies a lot of the code from the fire bullet, 963 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 965 * so just set up the appropriate values.
934 */ 966 */
935 at = find_archetype(SPLINT); 967 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 968 {
937 for(i=1;i<9;i++) { 969 for (int i = 1; i < 9; i++)
970 {
938 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]))
939 continue; 972 continue;
940 tmp = arch_to_object(at); 973
974 object *tmp = arch_to_object (at);
941 tmp->direction = i; 975 tmp->direction = i;
942 tmp->range = op->range; 976 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 978 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 980 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 981 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 982 tmp->skill = op->skill;
949 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 }
950 } 990 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i);
953 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0);
956 move_bullet(tmp);
957 }
958 }
959 991
960 explode_bullet(op); 992 explode_bullet (op);
961} 993}
962 994
995int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 996create_bomb (object *op, object *caster, int dir, object *spell)
964 997{
965 object *tmp; 998 object *tmp;
966 int mflags; 999 int mflags;
967 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];
968 mapstruct *m; 1001 maptile *m;
969 1002
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1003 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 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 {
972 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.");
973 return 0; 1007 return 0;
974 } 1008 }
1009
975 tmp=arch_to_object(spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
976 1011
977 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 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);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1016 tmp->attacktype = spell->attacktype;
982 1017
983 set_owner(tmp,op); 1018 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1019 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1020
986 tmp->y=dy; 1021 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1022 return 1;
989} 1023}
990 1024
991/**************************************************************************** 1025/****************************************************************************
992 * 1026 *
993 * smite related spell code. 1027 * smite related spell code.
1001 * dir is the direction to look in. 1035 * dir is the direction to look in.
1002 * range is how far out to look. 1036 * range is how far out to look.
1003 * 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.
1004 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1005 */ 1039 */
1006 1040object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1041get_pointed_target (object *op, int dir, int range, int type)
1042{
1008 object *target; 1043 object *target;
1009 sint16 x,y; 1044 sint16 x, y;
1010 int dist, mflags; 1045 int dist, mflags;
1011 mapstruct *mp; 1046 maptile *mp;
1012 1047
1013 if (dir==0) return NULL; 1048 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1049 return NULL;
1035}
1036 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}
1037 1075
1038/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1040 * usual params - 1078 * usual params -
1041 * op = player 1079 * op = player
1042 * caster = object casting the spell. 1080 * caster = object casting the spell.
1043 * dir = direction being cast 1081 * dir = direction being cast
1044 * spell = spell object 1082 * spell = spell object
1045 */ 1083 */
1046 1084int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1086{
1048 object *effect, *target; 1087 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1088 object *god = find_god (determine_god (op));
1050 int range; 1089 int range;
1051 1090
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1091 range = spell->range + SP_level_range_adjust (caster, spell);
1053 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);
1054 1093
1055 /* Bunch of conditions for casting this spell. Note that only 1094 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1095 * require a god if this is a cleric spell (requires grace).
1057 * 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
1058 * 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
1059 * interesting spell. 1098 * interesting spell.
1060 * 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
1061 * can't be friendly to your god. 1100 * can't be friendly to your god.
1062 */ 1101 */
1063 1102
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1103 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1104 || (!god && spell->stats.grace)
1066 ||(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)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1106 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1107 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1108 return 0;
1070 } 1109 }
1071 1110
1072 if (spell->other_arch) 1111 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1074 else 1113 else
1075 return 0; 1114 return 0;
1076 1115
1077 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1120 {
1081 if(tailor_god_spell(effect,op)) 1121 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1123 else
1124 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1125 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1126 return 0;
1087 } 1127 }
1088 } 1128 }
1089 1129
1090 /* size of the area of destruction */ 1130 /* size of the area of destruction */
1091 effect->range=spell->range + 1131 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1132 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1133
1096 if (effect->attacktype & AT_DEATH) { 1134 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1135 {
1098 SP_level_dam_adjust(caster,spell); 1136 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1137
1100 /* casting death spells at undead isn't a good thing */ 1138 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1139 if (QUERY_FLAG (target, FLAG_UNDEAD))
1140 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1141 if (random_roll (0, 2, op, PREFER_LOW))
1142 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1143 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1144 effect->x = op->x;
1105 effect->y=op->y; 1145 effect->y = op->y;
1106 } else { 1146 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1147 else
1108 query_name(target)); 1148 {
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1150 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1151 effect->destroy ();
1111 return 0; 1152 return 0;
1153 }
1154 }
1112 } 1155 }
1113 } 1156 else
1114 } else { 1157 {
1115 /* how much woe to inflict :) */ 1158 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1159 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1160 }
1119 1161
1120 set_owner(effect,op); 1162 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1163 set_spell_skill (op, caster, spell, effect);
1122 1164
1123 /* ok, tell it where to be, and insert! */ 1165 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1166 effect->insert_at (target, op);
1125 effect->y=target->y; 1167
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1168 return 1;
1129} 1169}
1130
1131 1170
1132/**************************************************************************** 1171/****************************************************************************
1133 * 1172 *
1134 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1135 * 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
1136 * code here is just to move the missile. 1175 * code here is just to move the missile.
1137 ****************************************************************************/ 1176 ****************************************************************************/
1138 1177
1139/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1179void
1140void move_missile(object *op) { 1180move_missile (object *op)
1141 int i, mflags; 1181{
1142 object *owner;
1143 sint16 new_x, new_y;
1144 mapstruct *m;
1145
1146 if (op->range-- <=0) { 1182 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1183 {
1184 op->destroy ();
1185 return;
1186 }
1151 1187
1152 owner = get_owner(op); 1188 mapxy pos (op);
1153#if 0 1189 pos.move (op->direction);
1154 /* It'd make things nastier if this wasn't here - spells cast by 1190
1155 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1156 */
1157 if (owner == NULL) {
1158 remove_ob(op);
1159 free_object(op);
1160 return;
1161 } 1192 {
1162#endif 1193 op->destroy ();
1194 return;
1195 }
1163 1196
1164 new_x = op->x + DIRX(op); 1197 mapspace &ms = pos.ms ();
1165 new_y = op->y + DIRY(op);
1166 1198
1167 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))
1168 1200 {
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1171 tag_t tag = op->count;
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1174 * 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.
1175 */ 1204 */
1176 if ( ! was_destroyed (op, tag)) { 1205 op->destroy ();
1177 remove_ob (op); 1206 return;
1178 free_object(op); 1207 }
1179 } 1208
1180 return; 1209 if (!op->direction)
1181 } 1210 {
1182 1211 op->destroy ();
1183 remove_ob(op); 1212 return;
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1185 free_object(op);
1186 return;
1187 } 1213 }
1188 op->x = new_x; 1214
1189 op->y = new_y; 1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1190 op->map = m;
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1192 if(i > 0 && i != op->direction){ 1216 if (i > 0 && i != op->direction)
1217 {
1193 op->direction=i; 1218 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1195 } 1220 }
1196 insert_ob_in_map(op,op->map,op,0); 1221
1222 pos.insert (op, op);
1197} 1223}
1198 1224
1199/**************************************************************************** 1225/****************************************************************************
1200 * Destruction 1226 * Destruction
1201 ****************************************************************************/ 1227 ****************************************************************************/
1228
1202/* make_object_glow() - currently only makes living objects glow. 1229/* make_object_glow() - currently only makes living objects glow.
1203 * 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
1204 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1207 */ 1234 */
1208 1235int
1209int make_object_glow(object *op, int radius, int time) { 1236make_object_glow (object *op, int radius, int time)
1210 object *tmp; 1237{
1211
1212 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1240 return 0;
1215 1241
1216 tmp=get_archetype(FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1244 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1246 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1249
1224 tmp->x=op->x;
1225 tmp->y=op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1228 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1230 1254
1231 if(!tmp->env||op!=tmp->env) {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1233 op->name);
1234 return 0;
1235 }
1236 return 1; 1255 return 1;
1237} 1256}
1238 1257
1239 1258int
1240
1241
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1259cast_destruction (object *op, object *caster, object *spell_ob)
1260{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1262 sint16 sx, sy;
1245 mapstruct *m; 1263 maptile *m;
1246 object *tmp; 1264 object *tmp;
1247 const char *skill; 1265 const char *skill;
1248 1266
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 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);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1269 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1271 friendly = 1;
1253 1272
1254 /* destruction doesn't use another spell object, so we need 1273 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1274 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1275 * We do some shortcuts here - since this is just temporary
1257 * 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
1258 * the full share string/free_string route. 1277 * the full share string/free_string route.
1259 */ 1278 */
1260 skill = op->skill; 1279 skill = op->skill;
1280 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1281 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1282 else if (caster->skill)
1283 op->skill = caster->skill;
1284 else
1263 else op->skill = NULL; 1285 op->skill = NULL;
1264 1286
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1266 1288
1267 for(i= -range; i<range; i++) { 1289 for (i = -range; i <= range; i++)
1290 {
1268 for(j=-range; j<range ; j++) { 1291 for (j = -range; j <= range; j++)
1292 {
1269 m = op->map; 1293 m = op->map;
1270 sx = op->x + i; 1294 sx = op->x + i;
1271 sy = op->y + j; 1295 sy = op->y + j;
1296
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1298 if (mflags & P_OUT_OF_MAP)
1299 continue;
1300
1274 if (mflags & P_IS_ALIVE) { 1301 if (mflags & P_IS_ALIVE)
1275 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)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1305 break;
1278 if (tmp) {
1279 if (tmp->head) tmp=tmp->head;
1280 1306
1307 if (tmp)
1308 {
1309 if (tmp->head)
1310 tmp = tmp->head;
1311
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1314 {
1315 if (spell_ob->subtype == SP_DESTRUCTION)
1316 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1318
1286 tmp = arch_to_object(spell_ob->other_arch); 1319 if (spell_ob->other_arch)
1287 tmp->x = sx; 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1288 tmp->y = sy; 1321 }
1289 insert_ob_in_map(tmp, m, op, 0); 1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1290 } 1323 {
1291 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1293 tmp->resist[ATNR_MAGIC]!=100) {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1296 effect->x = sx; 1326 }
1297 effect->y = sy; 1327 }
1298 insert_ob_in_map(effect, m, op, 0); 1328 }
1299 } 1329 }
1300 } 1330 }
1301 }
1302 }
1303 } 1331 }
1304 } 1332
1305 }
1306 op->skill = skill; 1333 op->skill = skill;
1307 return 1; 1334 return 1;
1308} 1335}
1309 1336
1310/*************************************************************************** 1337/***************************************************************************
1311 * 1338 *
1312 * CURSE 1339 * CURSE
1313 * 1340 *
1314 ***************************************************************************/ 1341 ***************************************************************************/
1315 1342
1343int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1344cast_curse (object *op, object *caster, object *spell_ob, int dir)
1345{
1317 object *god = find_god(determine_god(op)); 1346 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1347 object *tmp, *force;
1319 1348
1320 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);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1350 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1351 {
1352 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1353 return 0;
1354 }
1327 1355
1356 tmp = tmp->head_ ();
1357
1328 /* 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. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1359 for (force = tmp->inv; force; force = force->below)
1360 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1362 {
1331 if (force->name == spell_ob->name) { 1363 if (force->name == spell_ob->name)
1332 break; 1364 {
1333 } 1365 break;
1366 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1367 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1368 {
1336 "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);
1337 spell_ob->name, force->name_pl); 1370 return 0;
1338 return 0; 1371 }
1372 }
1339 } 1373 }
1340 } 1374
1375 if (!force)
1341 } 1376 {
1342
1343 if(force==NULL) {
1344 force=get_archetype(FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name); 1379
1347 if (spell_ob->race) 1380 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1381 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1382 else
1383 force->name = spell_ob->name;
1384
1385 force->name_pl = spell_ob->name;
1386
1387 }
1388 else
1389 {
1355 int duration; 1390 int duration;
1356 1391
1357 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;
1358 if (duration > force->duration) { 1393 if (duration > force->duration)
1394 {
1359 force->duration = duration; 1395 force->duration = duration;
1360 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.");
1361 } else { 1397 }
1398 else
1362 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.");
1363 } 1400
1364 return 1; 1401 return 1;
1365 } 1402 }
1403
1366 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;
1367 force->speed = 1.0; 1405 force->speed = 1.f;
1368 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1369 SET_FLAG(force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1370 1408
1371 if(god) { 1409 if (god)
1410 {
1372 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1412 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1413 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1414 force->path_denied = god->path_denied;
1376 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);
1377 "You are a victim of %s's curse!",god->name); 1416 }
1378 } else 1417 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1419
1381 1420
1382 if(tmp!=op && op->type==PLAYER) 1421 if (tmp != op && op->type == PLAYER)
1383 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);
1384 1423
1385 force->stats.ac = spell_ob->stats.ac; 1424 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1425 force->stats.wc = spell_ob->stats.wc;
1387 1426
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1427 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1428 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1429 tmp->update_stats ();
1391 return 1; 1430 return 1;
1392 1431
1393} 1432}
1394
1395 1433
1396/********************************************************************** 1434/**********************************************************************
1397 * mood change 1435 * mood change
1398 * 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
1399 * effects monsters, it seems best to put it into this file 1437 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/ 1438 ***********************************************************************/
1401 1439
1402/* This covers the various spells that change the moods of monsters - 1440/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1441 * makes them angry, peacful, friendly, etc.
1404 */ 1442 */
1443int
1405int mood_change(object *op, object *caster, object *spell) { 1444mood_change (object *op, object *caster, object *spell)
1445{
1406 object *tmp, *god, *head; 1446 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1447 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1448 sint16 x, y, nx, ny;
1409 mapstruct *m; 1449 maptile *m;
1410 const char *race; 1450 const char *race;
1411 1451
1412 /* 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
1413 * doing it over and over again. 1453 * doing it over and over again.
1414 */ 1454 */
1415 god=find_god(determine_god(op)); 1455 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1456 level = casting_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1458
1419 /* 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_...
1420 * 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
1421 * won't ever match anything. 1461 * won't ever match anything.
1422 */ 1462 */
1423 if (!spell->race) race=NULL; 1463 if (!spell->race)
1464 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1465 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1466 race = god->slaying;
1425 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
1426 else race = spell->race; 1470 race = spell->race;
1427
1428 1471
1429 for (x = op->x - range; x <= op->x + range; x++) 1472 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1473 for (y = op->y - range; y <= op->y + range; y++)
1431 1474 {
1432 done_one=0; 1475 done_one = 0;
1433 m = op->map; 1476 m = op->map;
1434 nx = x; 1477 nx = x;
1435 ny = y; 1478 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1480 if (mflags & P_OUT_OF_MAP)
1481 continue;
1438 1482
1439 /* 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 */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1484 if (!(mflags & P_IS_ALIVE))
1485 continue;
1441 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
1442 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)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1493 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1494 break;
1444 1495
1445 /* There can be living objects that are not monsters */ 1496 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1497 if (!tmp || tmp->type == PLAYER)
1498 continue;
1447 1499
1448 /* Only the head has meaningful data, so resolve to that */ 1500 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1501 if (tmp->head)
1450 else head=tmp; 1502 head = tmp->head;
1503 else
1504 head = tmp;
1451 1505
1452 /* 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 */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1507 if (race && head->race && !strstr (race, head->race))
1508 continue;
1509
1454 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;
1455 1512
1456 /* Now do a bunch of stuff related to saving throws */ 1513 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1514 best_at = -1;
1458 if (spell->attacktype) { 1515 if (spell->attacktype)
1516 {
1459 for (at=0; at < NROFATTACKS; at++) 1517 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1518 if (spell->attacktype & (1 << at))
1461 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;
1462 1521
1463 if (best_at == -1) at=0; 1522 if (best_at == -1)
1523 at = 0;
1464 else { 1524 else
1525 {
1465 if (head->resist[best_at] == 100) continue; 1526 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1527 continue;
1467 } 1528 else
1529 at = head->resist[best_at] / 5;
1530 }
1468 at -= level / 5; 1531 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1532 if (did_make_save (head, head->level, at))
1470 } 1533 continue;
1534 }
1471 else /* spell->attacktype */ 1535 else /* spell->attacktype */
1536 {
1472 /* 1537 /*
1473 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:
1474 * if spell level < monster level, no go 1539 * if spell level < monster level, no go
1475 * 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 ) )
1476 1541
1477 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.
1478 1543
1479 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
1480 charm a level 125 monster... 1545 charm a level 125 monster...
1481 1546
1482 Ryo, august 14th 1547 Ryo, august 14th
1483 */ 1548 */
1484 {
1485 if ( head->level > level ) continue; 1549 if (head->level > level)
1550 continue;
1551
1486 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))))
1487 /* Failed, no effect */ 1553 /* Failed, no effect */
1488 continue; 1554 continue;
1489 } 1555 }
1490 1556
1491 /* Done with saving throw. Now start effecting the monster */ 1557 /* Done with saving throw. Now start affecting the monster */
1492 1558
1493 /* aggravation */ 1559 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1561 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1563 remove_friendly_object (head);
1564 done_one = 1;
1565 head->enemy = op;
1566 }
1498 1567
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */ 1568 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1570 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1571 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1572 head->enemy = NULL;
1507 done_one = 1; 1573 done_one = 1;
1508 } 1574 }
1509 1575
1510 /* berserk monsters */ 1576 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1578 {
1512 SET_FLAG(head, FLAG_BERSERK); 1579 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1580 done_one = 1;
1514 } 1581 }
1582
1515 /* charm */ 1583 /* charm */
1516 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))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1519 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.
1520 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. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1592 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1594 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1595 head->attack_movement = PETMOVE;
1526 done_one = 1; 1596 done_one = 1;
1527 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);
1528 head->stats.exp = 0; 1598 head->stats.exp = 0;
1529 } 1599 }
1530 1600
1531 /* If a monster was effected, put an effect in */ 1601 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1602 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx; 1604 } /* for y */
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 }
1538 } /* for y */
1539 1605
1540 return 1; 1606 return 1;
1541} 1607}
1542 1608
1543 1609
1544/* 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
1545 * 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
1546 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1613 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1549 */ 1615 */
1550 1616void
1551void move_ball_spell(object *op) { 1617move_ball_spell (object *op)
1618{
1552 int i,j,dam_save,dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1554 object *owner; 1621 object *owner;
1555 mapstruct *m; 1622 maptile *m;
1556 1623
1557 owner = get_owner(op); 1624 owner = op->owner;
1558 1625
1559 /* 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,
1560 * 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
1561 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1562 * 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
1563 * deviations. 1630 * deviations.
1564 */ 1631 */
1565 1632
1566 dir = 0; 1633 dir = 0;
1567 if(!(rndm(0, 3))) 1634 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1635 j = rndm (0, 1);
1569 else j=0; 1636 else
1637 j = 0;
1570 1638
1571 for(i = 1; i < 9; i++) { 1639 for (i = 1; i < 9; i++)
1640 {
1572 /* i bit 0: alters sign of offset 1641 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1642 * other bits (i / 2): absolute value of offset
1574 */ 1643 */
1575 1644
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1646 int tmpdir = absdir (op->direction + offset);
1578 1647
1579 nx = op->x + freearr_x[tmpdir]; 1648 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1649 ny = op->y + freearr_y[tmpdir];
1581 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))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1651 {
1583 dir = tmpdir; 1652 dir = tmpdir;
1584 break; 1653 break;
1585 } 1654 }
1586 } 1655 }
1587 if (dir == 0) { 1656 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1657 {
1658 nx = op->x;
1659 ny = op->y;
1660 m = op->map;
1661 }
1592 1662
1593 remove_ob(op); 1663 m->insert (op, nx, ny, op);
1594 op->y=ny; 1664
1595 op->x=nx;
1596 insert_ob_in_map(op,m,op,0);
1597
1598 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
1599 surrounding squares */ 1666 surrounding squares */
1600 1667
1601 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1670 * the surround spaces.
1604 */ 1671 */
1605 for(j=0;j<9;j++) { 1672 for (j = 0; j < 9; j++)
1606 object *new_ob; 1673 {
1607
1608 hx = nx+freearr_x[j]; 1674 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1675 hy = ny + freearr_y[j];
1610 1676
1611 m = op->map; 1677 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1679
1614 if (mflags & P_OUT_OF_MAP) continue; 1680 if (mflags & P_OUT_OF_MAP)
1681 continue;
1615 1682
1616 /* 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
1617 * of the map either. 1684 * of the map either.
1618 */ 1685 */
1619 1686
1620 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)))
1621 if(j) op->stats.dam = dam_save/2; 1688 {
1689 if (j)
1690 op->stats.dam = dam_save / 2;
1691
1622 hit_map(op,j,op->attacktype,1); 1692 hit_map (op, j, op->attacktype, 1);
1693 }
1623 1694
1624 }
1625
1626 /* insert the other arch */ 1695 /* insert the other arch */
1627 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))))
1628 new_ob = arch_to_object(op->other_arch); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1629 new_ob->x = hx;
1630 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0);
1632 }
1633 } 1698 }
1634 1699
1635 /* restore to the center location and damage*/ 1700 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1637 1702
1638 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);
1639 1704
1640 if(i>=0) { /* we have a preferred direction! */ 1705 if (i >= 0)
1706 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1642 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 ||
1643 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)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1711
1646 op->direction=i; 1712 op->direction = i;
1647 } 1713 }
1648} 1714}
1649 1715
1650
1651/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1652 * 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
1653 * 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
1654 * 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
1655 * 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
1656 * 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.
1657 */ 1722 */
1658 1723void
1659void move_swarm_spell(object *op) 1724move_swarm_spell (object *op)
1660{ 1725{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1726#if 0
1683 // 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 };
1684 // (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 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1729 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1730 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1731 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1732#endif
1733 object *owner = op->env;
1730 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
1731 /* 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
1732 * should just be a pointer to the spell in some inventory, 1796 * should just be a pointer to the spell in some inventory,
1733 * 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,
1734 * do some sanity checking anyways. 1798 * do some sanity checking anyways.
1735 */ 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))))
1736 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
1737 if (op->spell && op->spell->type == SPELL) 1820 if (op->spell && op->spell->type == SPELL)
1738 { 1821 {
1739 /* 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 */
1740 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 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);
1744 } 1827 }
1745} 1828}
1746
1747
1748
1749 1829
1750/* fire_swarm: 1830/* fire_swarm:
1751 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1752 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1753 * the parts of the swarm. 1833 * the parts of the swarm.
1756 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1757 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1839 * n: the number to be fired.
1760 */ 1840 */
1761 1841int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1843{
1764 object *tmp;
1765 int i;
1766
1767 if (!spell->other_arch) return 0; 1844 if (!spell->other_arch)
1845 return 0;
1768 1846
1769 tmp=get_archetype(SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1770 tmp->x=op->x; 1848
1771 tmp->y=op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1773 set_spell_skill(op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1774
1775 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. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1777
1778 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1779 1853
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1782 return 1; 1856 return 1;
1783 } 1857
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1861
1788 tmp->direction=dir;
1789 tmp->invisible=1; 1862 tmp->invisible = 1;
1790 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
1791 return 1; 1870 return 1;
1792} 1871}
1793
1794 1872
1795/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1796 * function. 1874 * function.
1797 */ 1875 */
1876int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1877cast_light (object *op, object *caster, object *spell, int dir)
1878{
1799 object *target=NULL,*tmp=NULL; 1879 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1880 sint16 x, y;
1801 int dam, mflags; 1881 int dam, mflags;
1802 mapstruct *m; 1882 maptile *m;
1803 1883
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1885
1806 if(!dir) { 1886 if (!dir)
1887 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 1889 return 0;
1809 } 1890 }
1810 1891
1811 x=op->x+freearr_x[dir]; 1892 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1893 y = op->y + freearr_y[dir];
1813 m = op->map; 1894 m = op->map;
1814 1895
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1896 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1897
1817 if (mflags & P_OUT_OF_MAP) { 1898 if (mflags & P_OUT_OF_MAP)
1899 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1901 return 0;
1820 } 1902 }
1821 1903
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1904 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 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)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1908 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1910 if (target->head)
1911 target = target->head;
1912
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1915 }
1829 } 1916 }
1830 }
1831 1917
1832 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
1833 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 {
1834 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.");
1835 return 0; 1922 return 0;
1836 } 1923 }
1837 1924
1838 /* 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 */
1839 tmp=arch_to_object(spell->other_arch); 1926 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1927 if (!tmp)
1928 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1930 return 0;
1843 } 1931 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 1933 if (tmp->glow_radius)
1934 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 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;
1848 } 1938 }
1849 tmp->x=x; 1939
1850 tmp->y=y; 1940 m->insert (tmp, x, y, op);
1851 insert_ob_in_map(tmp,m,op,0);
1852 return 1; 1941 return 1;
1853} 1942}
1854
1855
1856
1857 1943
1858/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
1859 * player and infects someone. 1945 * player and infects someone.
1860 * 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
1861 * 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
1862 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
1863 */ 1949 */
1864 1950int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
1952{
1866 sint16 x,y; 1953 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 1955 object *walk;
1869 mapstruct *m; 1956 maptile *m;
1870 1957
1871 x = op->x; 1958 x = op->x;
1872 y = op->y; 1959 y = op->y;
1873 1960
1874 /* 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
1875 * direction the player is pointing. 1962 * direction the player is pointing.
1876 */ 1963 */
1964 if (!dir)
1877 if (!dir) dir=op->facing; 1965 dir = op->facing;
1966
1967 if (!dir)
1878 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 */
1879 1969
1880 /* Calculate these once here */ 1970 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 1972 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 1973 dur_mod = SP_level_duration_adjust (caster, spell);
1884 1974
1885 /* search in a line for a victim */ 1975 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 1976 for (i = 1; i < range; i++)
1977 {
1887 x = op->x + i * freearr_x[dir]; 1978 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 1979 y = op->y + i * freearr_y[dir];
1889 m = op->map; 1980 m = op->map;
1890 1981
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 1982 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 1983
1893 if (mflags & P_OUT_OF_MAP) return 0; 1984 if (mflags & P_OUT_OF_MAP)
1985 return 0;
1894 1986
1895 /* don't go through walls - presume diseases are airborne */ 1987 /* don't go through walls - presume diseases are airborne */
1896 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;
1897 1990
1898 /* 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 */
1899 if (mflags & P_IS_ALIVE) { 1992 if (mflags & P_IS_ALIVE)
1993 {
1900 /* search this square for a victim */ 1994 /* search this square for a victim */
1901 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)
1902 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 */
1903 object *disease = arch_to_object(spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
1904 1999
1905 set_owner(disease,op); 2000 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2003 disease->level = casting_level (caster, spell);
1909 2004
1910 /* do level adjustments */ 2005 /* do level adjustments */
1911 if(disease->stats.wc) 2006 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2007 disease->stats.wc += dur_mod / 2;
1913 2008
1914 if(disease->magic> 0) 2009 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2010 disease->magic += dur_mod / 8;
1916 2011
1917 if(disease->stats.maxhp>0) 2012 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
1919 2014
1920 if(disease->stats.maxgrace>0) 2015 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2016 disease->stats.maxgrace += dur_mod;
1922 2017
1923 if(disease->stats.dam) { 2018 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2019 {
1925 disease->stats.dam += dam_mod; 2020 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2021 disease->stats.dam += dam_mod;
1927 } 2022 else
2023 disease->stats.dam -= dam_mod;
2024 }
1928 2025
1929 if(disease->last_sp) { 2026 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2027 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2028 disease->last_sp -= 2 * dam_mod;
1932 } 2029 if (disease->last_sp < 1)
2030 disease->last_sp = 1;
2031 }
1933 2032
1934 if(disease->stats.maxsp) { 2033 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2034 {
1936 disease->stats.maxsp += dam_mod; 2035 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2036 disease->stats.maxsp += dam_mod;
1938 } 2037 else
1939 2038 disease->stats.maxsp -= dam_mod;
2039 }
2040
1940 if(disease->stats.ac) 2041 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2042 disease->stats.ac += dam_mod;
1942 2043
1943 if(disease->last_eat) 2044 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2045 disease->last_eat -= dam_mod;
1945 2046
1946 if(disease->stats.hp) 2047 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2048 disease->stats.hp -= dam_mod;
1948 2049
1949 if(disease->stats.sp) 2050 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2051 disease->stats.sp -= dam_mod;
1951 2052
1952 if(infect_object(walk,disease,1)) { 2053 if (infect_object (walk, disease, 1))
1953 object *flash; /* visual effect for inflicting disease */ 2054 {
1954
1955 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);
1956 2056
1957 free_object(disease); /* don't need this one anymore */ 2057 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1959 flash->x = x; 2059 return 1;
1960 flash->y = y; 2060 }
1961 flash->map = walk->map; 2061
1962 insert_ob_in_map(flash,walk->map,op,0); 2062 disease->destroy ();
1963 return 1; 2063 }
1964 } 2064 } /* if living creature */
1965 free_object(disease); 2065 } /* for range of spaces */
1966 } 2066
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2068 return 1;
1971} 2069}

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