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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.3 by elmex, Tue Aug 15 16:19:55 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 1.3 2006/08/15 16:19:55 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
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
414 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)
415 { 429 {
416 remove_ob (op); 430 op->destroy ();
417 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 ())
418 return; 439 return;
419 } 440 }
420 441
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
429 444
430 copy_owner (tmp, op); 445 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 447
434 owner = get_owner(op); 448 owner = op->owner;
449
435 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))
436 !tailor_god_spell(tmp, owner)) {
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 451 {
441 tmp->x = op->x; 452 op->destroy ();
442 tmp->y = op->y; 453 return;
454 }
443 455
444 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
458 {
446 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 460 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 461 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 462 tmp->duration = op->duration;
450 } else { 463 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 464 else
465 {
466 if (op->attacktype & AT_MAGIC)
467 tmp->attacktype |= AT_MAGIC;
468
452 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
456 /* 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 -
457 * the count of the parent should work fine. 474 * the count of the parent should work fine.
458 */ 475 */
459 tmp->stats.maxhp = op->count; 476 tmp->stats.maxhp = op->count;
460 } 477 }
461 478
462 /* Set direction of cone explosion */ 479 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 480 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
465 482
466 /* Prevent recursion */ 483 /* Prevent recursion */
467 op->move_on = 0; 484 op->move_on = 0;
468 485
469 insert_ob_in_map(tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
470 /* remove the firebullet */ 489 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 490 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 491}
476
477
478 492
479/* 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
480 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
481 */ 495 */
482 496void
483void check_bullet(object *op) 497check_bullet (object *op)
484{ 498{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 499 object *tmp;
487 int dam, mflags; 500 int dam, mflags;
488 mapstruct *m; 501 maptile *m;
489 sint16 sx, sy; 502 sint16 sx, sy;
490 503
491 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);
492 505
493 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)))
494 return; 507 return;
495 508
496 if (op->other_arch) { 509 if (op->other_arch)
510 {
497 /* explode object will also remove op */ 511 /* explode object will also remove op */
498 explode_bullet (op); 512 explode_bullet (op);
499 return; 513 return;
500 } 514 }
501 515
502 /* 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 */
503 if (!(mflags & P_IS_ALIVE)) return; 517 if (!(mflags & P_IS_ALIVE))
518 return;
504 519
505 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)
506 { 521 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 523 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 525
511 || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
512 { 527 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 529 {
515 free_object(op); 530 op->destroy ();
516 return; 531 return;
517 } 532 }
518 } 533 }
519 } 534 }
520 } 535 }
521} 536}
522
523 537
524/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 539 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
528 */ 542 */
529 543void
530void move_bullet(object *op) 544move_bullet (object *op)
531{ 545{
532 sint16 new_x, new_y; 546 sint16 new_x, new_y;
533 int mflags; 547 int mflags;
534 mapstruct *m; 548 maptile *m;
535 549
536#if 0 550#if 0
537 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
538 552
539 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 555 if (op->stats.sp == SP_METEOR)
556 {
542 replace_insert_ob_in_map("fire_trail",op); 557 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
544 return; 559 return;
545 } /* end addition. */ 560 } /* end addition. */
546#endif 561#endif
547 562
548 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 564 if (--op->range <= 0)
565 {
550 if (op->other_arch) { 566 if (op->other_arch)
551 explode_bullet (op); 567 explode_bullet (op);
552 } else { 568 else
553 remove_ob (op); 569 op->destroy ();
554 free_object (op); 570
555 }
556 return; 571 return;
557 } 572 }
558 573
559 new_x = op->x + DIRX(op); 574 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 575 new_y = op->y + DIRY (op);
561 m = op->map; 576 m = op->map;
562 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);
563 578
564 if (mflags & P_OUT_OF_MAP) { 579 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 580 {
566 free_object (op); 581 op->destroy ();
567 return; 582 return;
568 } 583 }
569 584
570 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 {
571 if (op->other_arch) { 587 if (op->other_arch)
572 explode_bullet (op); 588 explode_bullet (op);
573 } else { 589 else
574 remove_ob (op); 590 op->destroy ();
575 free_object (op); 591
576 }
577 return; 592 return;
578 } 593 }
579 594
580 remove_ob (op); 595 if (!(op = m->insert (op, new_x, new_y, op)))
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return; 596 return;
585 597
586 if (reflwall (op->map, op->x, op->y, op)) { 598 if (reflwall (op->map, op->x, op->y, op))
599 {
587 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 601 update_turn_face (op);
589 } else { 602 }
603 else
590 check_bullet (op); 604 check_bullet (op);
591 }
592} 605}
593
594
595
596 606
597/* fire_bullet 607/* fire_bullet
598 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
601 * spob->attacktype. 611 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
603 * pointers. 613 * pointers.
604 */ 614 */
605 615int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 616fire_bullet (object *op, object *caster, int dir, object *spob)
617{
607 object *tmp=NULL; 618 object *tmp = NULL;
608 int mflags; 619 int mflags;
609 620
610 if (!spob->other_arch) 621 if (!spob->other_arch)
611 return 0; 622 return 0;
612 623
613 tmp=arch_to_object(spob->other_arch); 624 tmp = spob->other_arch->instance ();
614 if(tmp==NULL) 625 if (!tmp)
615 return 0; 626 return 0;
616 627
617 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
618 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);
619 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 631 if (spob->slaying)
632 tmp->slaying = spob->slaying;
621 633
622 tmp->range = 50; 634 tmp->range = 50;
623 635
624 /* Need to store duration/range for the ball to use */ 636 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 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);
628 640
629 tmp->direction=dir; 641 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 643 SET_ANIMATION (tmp, dir);
632 644
633 set_owner(tmp,op); 645 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
635 647
636 tmp->x=op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 650 tmp->map = op->map;
639 651
652 maptile *newmap;
640 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);
641 if (mflags & P_OUT_OF_MAP) { 654 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 655 {
656 tmp->destroy ();
657 return 0;
658 }
659
660 tmp->map = newmap;
661
645 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 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 665 {
666 tmp->destroy ();
648 return 0; 667 return 0;
649 } 668 }
650 tmp->x=op->x; 669
651 tmp->y=op->y; 670 tmp->x = op->x;
671 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 672 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 673 tmp->map = op->map;
654 } 674 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 675
676 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 677 check_bullet (tmp);
657 } 678
658 return 1; 679 return 1;
659} 680}
660
661
662
663 681
664/***************************************************************************** 682/*****************************************************************************
665 * 683 *
666 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
667 * 685 *
668 *****************************************************************************/ 686 *****************************************************************************/
669 687
670
671/* 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
672void cone_drop(object *op) { 690cone_drop (object *op)
691{
673 object *new_ob = arch_to_object(op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
674 693
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 694 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 695 new_ob->set_owner (op->owner);
679 696
680 /* preserve skill ownership */ 697 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 698 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 699 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 700
684 } 701 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 702}
688 703
689/* 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 */
690 705
706void
691void move_cone(object *op) { 707move_cone (object *op)
692 int i; 708{
693 tag_t tag;
694
695 /* 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 */
696 if (! op->map) { 710 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 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 }
703 716
704 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
719 {
706 hit_map(op,0,op->attacktype,0); 720 hit_map (op, 0, op->attacktype, 0);
707 return; 721 return;
708 } 722 }
709 723
710#if 0 724#if 0
711 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 726 * when their cone dies when they die.
713 */ 727 */
714 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 729 if (op->owner == NULL)
716 remove_ob(op); 730 {
717 free_object(op); 731 op->destroy ();
718 return; 732 return;
719 } 733 }
720#endif 734#endif
721 735
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 736 hit_map (op, 0, op->attacktype, 0);
724 737
725 /* Check to see if we should push anything. 738 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 739 * Spell objects with weight push whatever they encounter to some
727 * degree. 740 * degree.
728 */ 741 */
742 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 743 check_spell_knockback (op);
730 744
731 if (was_destroyed (op, tag)) 745 if (op->destroyed ())
746 return;
747
748 if (op->duration-- < 0)
749 {
750 op->destroy ();
732 return; 751 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 752 }
739 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 754 * any further. When the duration above expires,
741 * then the object will get removed. 755 * then the object will get removed.
742 */ 756 */
743 if (--op->range < 0) { 757 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 758 {
759 op->range = 0; /* just so it doesn't wrap */
760 return;
761 }
747 762
748 for(i= -1;i<2;i++) { 763 for (int i = -1; i <= 1; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 764 {
750 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)];
751 766
752 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))
753 object *tmp=get_object(); 768 {
754 copy_object(op, tmp); 769 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 770
758 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
759 772
760 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 775
763 if (tmp->other_arch) cone_drop(tmp); 776 op->map->insert (tmp, x, y, op);
764 } 777
778 if (tmp->other_arch)
779 cone_drop (tmp);
780 }
765 } 781 }
766} 782}
767 783
768/* cast_cone: casts a cone spell. 784/* cast_cone: casts a cone spell.
769 * op: person firing the object. 785 * op: person firing the object.
771 * dir: direction to fire in. 787 * dir: direction to fire in.
772 * 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
773 * to fire. 789 * to fire.
774 * returns 0 on failure, 1 on success. 790 * returns 0 on failure, 1 on success.
775 */ 791 */
792int
776int cast_cone(object *op, object *caster,int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
777{ 794{
778 object *tmp; 795 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 796 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 797 maptile *m;
781 sint16 sx, sy; 798 sint16 sx, sy;
782 MoveType movetype; 799 MoveType movetype;
783 800
784 if (!spell->other_arch) return 0; 801 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 802 return 0;
803
804 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 805 {
806 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
807 return 0;
808 }
792 809
793 if(!dir) { 810 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 811 {
812 range_min = 0;
813 range_max = 8;
814 }
797 815
798 /* 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
799 * 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
800 * insert it into is blocked. 818 * insert it into is blocked.
801 */ 819 */
802 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
803 821
804 for(i=range_min;i<=range_max;i++) { 822 for (i = range_min; i <= range_max; i++)
823 {
805 sint16 x,y, d; 824 sint16 x, y, d;
806 825
807 /* We can't use absdir here, because it never returns 826 /* We can't use absdir here, because it never returns
808 * 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
809 * 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
810 * to hit that person. 829 * to hit that person.
811 */ 830 */
812 d = dir + i; 831 d = dir + i;
813 while (d < 0) d+=8; 832 while (d < 0)
814 while (d > 8) d-=8; 833 d += 8;
834 while (d > 8)
835 d -= 8;
815 836
816 /* 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.
817 * In that case, we have to see - if dir is specified, 838 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 839 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 840 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 841 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 842 * for the rune code.
822 */ 843 */
823 if (caster->type != RUNE && d==0) { 844 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 845 {
825 else continue; 846 if (dir != 0)
826 } 847 d = 8;
848 else
849 continue;
850 }
827 851
828 x = op->x+freearr_x[d]; 852 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 853 y = op->y + freearr_y[d];
830 854
831 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)
832 continue; 856 continue;
833 857
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 859 continue;
836 860
837 success=1; 861 success = 1;
838 tmp=arch_to_object(spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 863 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 866 tmp->attacktype = spell->attacktype;
845 867
846 /* holy word stuff */ 868 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 870 if (!tailor_god_spell (tmp, op))
849 } 871 return 0;
850 872
851 if(dir) 873 if (dir)
852 tmp->stats.sp=dir; 874 tmp->stats.sp = dir;
853 else 875 else
854 tmp->stats.sp=i; 876 tmp->stats.sp = i;
855 877
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 878 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 879
858 /* 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 */
859 if (dir == 0) { 881 if (dir == 0)
882 {
860 tmp->range /= 4; 883 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 884 if (tmp->range < 2 && spell->range >= 2)
862 } 885 tmp->range = 2;
886 }
887
863 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);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 889 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 890
866 /* Special bonus for fear attacks */ 891 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 892 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 893 {
869 else 894 if (caster->type == PLAYER)
895 tmp->duration += fear_bonus[caster->stats.Cha];
896 else
870 tmp->duration += caster->level/3; 897 tmp->duration += caster->level / 3;
871 } 898 }
899
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 900 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 901 {
874 else 902 if (caster->type == PLAYER)
903 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
904 else
875 tmp->duration += caster->level/3; 905 tmp->duration += caster->level / 3;
876 } 906 }
877 907
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
880 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);
881 spell->other_arch->name);
882 910
883 if (!tmp->move_on && tmp->stats.dam) { 911 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889 913
914 m->insert (tmp, sx, sy, op);
915
890 /* 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
891 * a single space too many times. 917 * a single space too many times.
892 */ 918 */
893 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
894 920
895 if(tmp->other_arch) cone_drop(tmp); 921 if (tmp->other_arch)
922 cone_drop (tmp);
896 } 923 }
924
897 return success; 925 return success;
898} 926}
899 927
900/**************************************************************************** 928/****************************************************************************
901 * 929 *
902 * BOMB related code 930 * BOMB related code
903 * 931 *
904 ****************************************************************************/ 932 ****************************************************************************/
905 933
906
907/* This handles an exploding bomb. 934/* This handles an exploding bomb.
908 * op is the original bomb object. 935 * op is the original bomb object.
909 */ 936 */
937void
910void animate_bomb(object *op) { 938animate_bomb (object *op)
911 int i; 939{
912 object *env, *tmp;
913 archetype *at;
914
915 if(op->state!=NUM_ANIMATIONS(op)-1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 941 return;
917 942
943 object *env = op->outer_env ();
918 944
919 env = object_get_env_recursive(op);
920
921 if (op->env) { 945 if (op->env)
946 {
922 if (env->map == NULL) 947 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 948 return;
949
950 if (!(op = op->insert_at (env, op)))
951 return;
943 } 952 }
944 953
954 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
955 // on a safe map. I don't like this special casing, but it seems to be neccessary
956 // as bombs can be carried.
957 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
958 {
959 op->destroy ();
960 return;
961 }
962
945 /* This copies a lot of the code from the fire bullet, 963 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 965 * so just set up the appropriate values.
948 */ 966 */
949 at = find_archetype(SPLINT); 967 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 968 {
951 for(i=1;i<9;i++) { 969 for (int i = 1; i < 9; i++)
970 {
952 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]))
953 continue; 972 continue;
954 tmp = arch_to_object(at); 973
974 object *tmp = arch_to_object (at);
955 tmp->direction = i; 975 tmp->direction = i;
956 tmp->range = op->range; 976 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 978 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 980 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 981 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 982 tmp->skill = op->skill;
963 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 }
964 } 990 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973 991
974 explode_bullet(op); 992 explode_bullet (op);
975} 993}
976 994
995int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 996create_bomb (object *op, object *caster, int dir, object *spell)
978 997{
979 object *tmp; 998 object *tmp;
980 int mflags; 999 int mflags;
981 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];
982 mapstruct *m; 1001 maptile *m;
983 1002
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1003 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 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 {
986 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.");
987 return 0; 1007 return 0;
988 } 1008 }
1009
989 tmp=arch_to_object(spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
990 1011
991 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 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);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1016 tmp->attacktype = spell->attacktype;
996 1017
997 set_owner(tmp,op); 1018 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1019 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1020
1000 tmp->y=dy; 1021 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1022 return 1;
1003} 1023}
1004 1024
1005/**************************************************************************** 1025/****************************************************************************
1006 * 1026 *
1007 * smite related spell code. 1027 * smite related spell code.
1015 * dir is the direction to look in. 1035 * dir is the direction to look in.
1016 * range is how far out to look. 1036 * range is how far out to look.
1017 * 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.
1018 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1019 */ 1039 */
1020 1040object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1041get_pointed_target (object *op, int dir, int range, int type)
1042{
1022 object *target; 1043 object *target;
1023 sint16 x,y; 1044 sint16 x, y;
1024 int dist, mflags; 1045 int dist, mflags;
1025 mapstruct *mp; 1046 maptile *mp;
1026 1047
1027 if (dir==0) return NULL; 1048 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1049 return NULL;
1049}
1050 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}
1051 1075
1052/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1054 * usual params - 1078 * usual params -
1055 * op = player 1079 * op = player
1056 * caster = object casting the spell. 1080 * caster = object casting the spell.
1057 * dir = direction being cast 1081 * dir = direction being cast
1058 * spell = spell object 1082 * spell = spell object
1059 */ 1083 */
1060 1084int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1086{
1062 object *effect, *target; 1087 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1088 object *god = find_god (determine_god (op));
1064 int range; 1089 int range;
1065 1090
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1091 range = spell->range + SP_level_range_adjust (caster, spell);
1067 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);
1068 1093
1069 /* Bunch of conditions for casting this spell. Note that only 1094 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1095 * require a god if this is a cleric spell (requires grace).
1071 * 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
1072 * 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
1073 * interesting spell. 1098 * interesting spell.
1074 * 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
1075 * can't be friendly to your god. 1100 * can't be friendly to your god.
1076 */ 1101 */
1077 1102
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1103 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1104 || (!god && spell->stats.grace)
1080 ||(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)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1106 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1107 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1108 return 0;
1084 } 1109 }
1085 1110
1086 if (spell->other_arch) 1111 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1088 else 1113 else
1089 return 0; 1114 return 0;
1090 1115
1091 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1120 {
1095 if(tailor_god_spell(effect,op)) 1121 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1123 else
1124 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1125 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1126 return 0;
1101 } 1127 }
1102 } 1128 }
1103 1129
1104 /* size of the area of destruction */ 1130 /* size of the area of destruction */
1105 effect->range=spell->range + 1131 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1132 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1133
1110 if (effect->attacktype & AT_DEATH) { 1134 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1135 {
1112 SP_level_dam_adjust(caster,spell); 1136 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1137
1114 /* casting death spells at undead isn't a good thing */ 1138 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1139 if (QUERY_FLAG (target, FLAG_UNDEAD))
1140 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1141 if (random_roll (0, 2, op, PREFER_LOW))
1142 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1143 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1144 effect->x = op->x;
1119 effect->y=op->y; 1145 effect->y = op->y;
1120 } else { 1146 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1147 else
1122 query_name(target)); 1148 {
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1150 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1151 effect->destroy ();
1125 return 0; 1152 return 0;
1153 }
1154 }
1126 } 1155 }
1127 } 1156 else
1128 } else { 1157 {
1129 /* how much woe to inflict :) */ 1158 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1159 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1160 }
1133 1161
1134 set_owner(effect,op); 1162 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1163 set_spell_skill (op, caster, spell, effect);
1136 1164
1137 /* ok, tell it where to be, and insert! */ 1165 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1166 effect->insert_at (target, op);
1139 effect->y=target->y; 1167
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1168 return 1;
1143} 1169}
1144
1145 1170
1146/**************************************************************************** 1171/****************************************************************************
1147 * 1172 *
1148 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1149 * 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
1150 * code here is just to move the missile. 1175 * code here is just to move the missile.
1151 ****************************************************************************/ 1176 ****************************************************************************/
1152 1177
1153/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1179void
1154void move_missile(object *op) { 1180move_missile (object *op)
1155 int i, mflags; 1181{
1156 object *owner;
1157 sint16 new_x, new_y;
1158 mapstruct *m;
1159
1160 if (op->range-- <=0) { 1182 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1183 {
1184 op->destroy ();
1185 return;
1186 }
1165 1187
1166 owner = get_owner(op); 1188 mapxy pos (op);
1167#if 0 1189 pos.move (op->direction);
1168 /* It'd make things nastier if this wasn't here - spells cast by 1190
1169 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1170 */
1171 if (owner == NULL) {
1172 remove_ob(op);
1173 free_object(op);
1174 return;
1175 } 1192 {
1176#endif 1193 op->destroy ();
1194 return;
1195 }
1177 1196
1178 new_x = op->x + DIRX(op); 1197 mapspace &ms = pos.ms ();
1179 new_y = op->y + DIRY(op);
1180 1198
1181 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))
1182 1200 {
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1185 tag_t tag = op->count;
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1188 * 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.
1189 */ 1204 */
1190 if ( ! was_destroyed (op, tag)) { 1205 op->destroy ();
1191 remove_ob (op); 1206 return;
1192 free_object(op); 1207 }
1193 } 1208
1194 return; 1209 if (!op->direction)
1195 } 1210 {
1196 1211 op->destroy ();
1197 remove_ob(op); 1212 return;
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1199 free_object(op);
1200 return;
1201 } 1213 }
1202 op->x = new_x; 1214
1203 op->y = new_y; 1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1204 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1206 if(i > 0 && i != op->direction){ 1216 if (i > 0 && i != op->direction)
1217 {
1207 op->direction=i; 1218 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1209 } 1220 }
1210 insert_ob_in_map(op,op->map,op,0); 1221
1222 pos.insert (op, op);
1211} 1223}
1212 1224
1213/**************************************************************************** 1225/****************************************************************************
1214 * Destruction 1226 * Destruction
1215 ****************************************************************************/ 1227 ****************************************************************************/
1228
1216/* make_object_glow() - currently only makes living objects glow. 1229/* make_object_glow() - currently only makes living objects glow.
1217 * 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
1218 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1221 */ 1234 */
1222 1235int
1223int make_object_glow(object *op, int radius, int time) { 1236make_object_glow (object *op, int radius, int time)
1224 object *tmp; 1237{
1225
1226 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1240 return 0;
1229 1241
1230 tmp=get_archetype(FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1244 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1246 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1249
1238 tmp->x=op->x;
1239 tmp->y=op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1242 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1244 1254
1245 if(!tmp->env||op!=tmp->env) {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1247 op->name);
1248 return 0;
1249 }
1250 return 1; 1255 return 1;
1251} 1256}
1252 1257
1253 1258int
1254
1255
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1259cast_destruction (object *op, object *caster, object *spell_ob)
1260{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1262 sint16 sx, sy;
1259 mapstruct *m; 1263 maptile *m;
1260 object *tmp; 1264 object *tmp;
1261 const char *skill; 1265 const char *skill;
1262 1266
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 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);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1269 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1271 friendly = 1;
1267 1272
1268 /* destruction doesn't use another spell object, so we need 1273 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1274 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1275 * We do some shortcuts here - since this is just temporary
1271 * 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
1272 * the full share string/free_string route. 1277 * the full share string/free_string route.
1273 */ 1278 */
1274 skill = op->skill; 1279 skill = op->skill;
1280 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1281 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1282 else if (caster->skill)
1283 op->skill = caster->skill;
1284 else
1277 else op->skill = NULL; 1285 op->skill = NULL;
1278 1286
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1280 1288
1281 for(i= -range; i<range; i++) { 1289 for (i = -range; i <= range; i++)
1290 {
1282 for(j=-range; j<range ; j++) { 1291 for (j = -range; j <= range; j++)
1292 {
1283 m = op->map; 1293 m = op->map;
1284 sx = op->x + i; 1294 sx = op->x + i;
1285 sy = op->y + j; 1295 sy = op->y + j;
1296
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1298 if (mflags & P_OUT_OF_MAP)
1299 continue;
1300
1288 if (mflags & P_IS_ALIVE) { 1301 if (mflags & P_IS_ALIVE)
1289 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)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1305 break;
1292 if (tmp) {
1293 if (tmp->head) tmp=tmp->head;
1294 1306
1307 if (tmp)
1308 {
1309 if (tmp->head)
1310 tmp = tmp->head;
1311
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1314 {
1315 if (spell_ob->subtype == SP_DESTRUCTION)
1316 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1318
1300 tmp = arch_to_object(spell_ob->other_arch); 1319 if (spell_ob->other_arch)
1301 tmp->x = sx; 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1302 tmp->y = sy; 1321 }
1303 insert_ob_in_map(tmp, m, op, 0); 1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1304 } 1323 {
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1310 effect->x = sx; 1326 }
1311 effect->y = sy; 1327 }
1312 insert_ob_in_map(effect, m, op, 0); 1328 }
1313 } 1329 }
1314 } 1330 }
1315 }
1316 }
1317 } 1331 }
1318 } 1332
1319 }
1320 op->skill = skill; 1333 op->skill = skill;
1321 return 1; 1334 return 1;
1322} 1335}
1323 1336
1324/*************************************************************************** 1337/***************************************************************************
1325 * 1338 *
1326 * CURSE 1339 * CURSE
1327 * 1340 *
1328 ***************************************************************************/ 1341 ***************************************************************************/
1329 1342
1343int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1344cast_curse (object *op, object *caster, object *spell_ob, int dir)
1345{
1331 object *god = find_god(determine_god(op)); 1346 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1347 object *tmp, *force;
1333 1348
1334 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);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1350 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1351 {
1352 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1353 return 0;
1354 }
1341 1355
1356 tmp = tmp->head_ ();
1357
1342 /* 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. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1359 for (force = tmp->inv; force; force = force->below)
1360 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1362 {
1345 if (force->name == spell_ob->name) { 1363 if (force->name == spell_ob->name)
1346 break; 1364 {
1347 } 1365 break;
1366 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1367 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1368 {
1350 "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);
1351 spell_ob->name, force->name_pl); 1370 return 0;
1352 return 0; 1371 }
1372 }
1353 } 1373 }
1354 } 1374
1375 if (!force)
1355 } 1376 {
1356
1357 if(force==NULL) {
1358 force=get_archetype(FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name); 1379
1361 if (spell_ob->race) 1380 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1381 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1382 else
1383 force->name = spell_ob->name;
1384
1385 force->name_pl = spell_ob->name;
1386
1387 }
1388 else
1389 {
1369 int duration; 1390 int duration;
1370 1391
1371 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;
1372 if (duration > force->duration) { 1393 if (duration > force->duration)
1394 {
1373 force->duration = duration; 1395 force->duration = duration;
1374 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.");
1375 } else { 1397 }
1398 else
1376 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.");
1377 } 1400
1378 return 1; 1401 return 1;
1379 } 1402 }
1403
1380 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;
1381 force->speed = 1.0; 1405 force->speed = 1.f;
1382 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1383 SET_FLAG(force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1384 1408
1385 if(god) { 1409 if (god)
1410 {
1386 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1412 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1413 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1414 force->path_denied = god->path_denied;
1390 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);
1391 "You are a victim of %s's curse!",god->name); 1416 }
1392 } else 1417 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1419
1395 1420
1396 if(tmp!=op && op->type==PLAYER) 1421 if (tmp != op && op->type == PLAYER)
1397 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);
1398 1423
1399 force->stats.ac = spell_ob->stats.ac; 1424 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1425 force->stats.wc = spell_ob->stats.wc;
1401 1426
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1427 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1428 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1429 tmp->update_stats ();
1405 return 1; 1430 return 1;
1406 1431
1407} 1432}
1408
1409 1433
1410/********************************************************************** 1434/**********************************************************************
1411 * mood change 1435 * mood change
1412 * 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
1413 * effects monsters, it seems best to put it into this file 1437 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/ 1438 ***********************************************************************/
1415 1439
1416/* This covers the various spells that change the moods of monsters - 1440/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1441 * makes them angry, peacful, friendly, etc.
1418 */ 1442 */
1443int
1419int mood_change(object *op, object *caster, object *spell) { 1444mood_change (object *op, object *caster, object *spell)
1445{
1420 object *tmp, *god, *head; 1446 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1447 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1448 sint16 x, y, nx, ny;
1423 mapstruct *m; 1449 maptile *m;
1424 const char *race; 1450 const char *race;
1425 1451
1426 /* 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
1427 * doing it over and over again. 1453 * doing it over and over again.
1428 */ 1454 */
1429 god=find_god(determine_god(op)); 1455 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1456 level = casting_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1458
1433 /* 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_...
1434 * 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
1435 * won't ever match anything. 1461 * won't ever match anything.
1436 */ 1462 */
1437 if (!spell->race) race=NULL; 1463 if (!spell->race)
1464 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1465 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1466 race = god->slaying;
1439 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
1440 else race = spell->race; 1470 race = spell->race;
1441
1442 1471
1443 for (x = op->x - range; x <= op->x + range; x++) 1472 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1473 for (y = op->y - range; y <= op->y + range; y++)
1445 1474 {
1446 done_one=0; 1475 done_one = 0;
1447 m = op->map; 1476 m = op->map;
1448 nx = x; 1477 nx = x;
1449 ny = y; 1478 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1480 if (mflags & P_OUT_OF_MAP)
1481 continue;
1452 1482
1453 /* 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 */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1484 if (!(mflags & P_IS_ALIVE))
1485 continue;
1455 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
1456 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)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1493 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1494 break;
1458 1495
1459 /* There can be living objects that are not monsters */ 1496 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1497 if (!tmp || tmp->type == PLAYER)
1498 continue;
1461 1499
1462 /* Only the head has meaningful data, so resolve to that */ 1500 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1501 if (tmp->head)
1464 else head=tmp; 1502 head = tmp->head;
1503 else
1504 head = tmp;
1465 1505
1466 /* 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 */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1507 if (race && head->race && !strstr (race, head->race))
1508 continue;
1509
1468 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;
1469 1512
1470 /* Now do a bunch of stuff related to saving throws */ 1513 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1514 best_at = -1;
1472 if (spell->attacktype) { 1515 if (spell->attacktype)
1516 {
1473 for (at=0; at < NROFATTACKS; at++) 1517 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1518 if (spell->attacktype & (1 << at))
1475 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;
1476 1521
1477 if (best_at == -1) at=0; 1522 if (best_at == -1)
1523 at = 0;
1478 else { 1524 else
1525 {
1479 if (head->resist[best_at] == 100) continue; 1526 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1527 continue;
1481 } 1528 else
1529 at = head->resist[best_at] / 5;
1530 }
1482 at -= level / 5; 1531 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1532 if (did_make_save (head, head->level, at))
1484 } 1533 continue;
1534 }
1485 else /* spell->attacktype */ 1535 else /* spell->attacktype */
1536 {
1486 /* 1537 /*
1487 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:
1488 * if spell level < monster level, no go 1539 * if spell level < monster level, no go
1489 * 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 ) )
1490 1541
1491 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.
1492 1543
1493 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
1494 charm a level 125 monster... 1545 charm a level 125 monster...
1495 1546
1496 Ryo, august 14th 1547 Ryo, august 14th
1497 */ 1548 */
1498 {
1499 if ( head->level > level ) continue; 1549 if (head->level > level)
1550 continue;
1551
1500 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))))
1501 /* Failed, no effect */ 1553 /* Failed, no effect */
1502 continue; 1554 continue;
1503 } 1555 }
1504 1556
1505 /* Done with saving throw. Now start effecting the monster */ 1557 /* Done with saving throw. Now start affecting the monster */
1506 1558
1507 /* aggravation */ 1559 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1561 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1563 remove_friendly_object (head);
1564 done_one = 1;
1565 head->enemy = op;
1566 }
1512 1567
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */ 1568 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1570 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1571 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1572 head->enemy = NULL;
1521 done_one = 1; 1573 done_one = 1;
1522 } 1574 }
1523 1575
1524 /* berserk monsters */ 1576 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1578 {
1526 SET_FLAG(head, FLAG_BERSERK); 1579 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1580 done_one = 1;
1528 } 1581 }
1582
1529 /* charm */ 1583 /* charm */
1530 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))
1531 SET_FLAG(head, FLAG_FRIENDLY); 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1533 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.
1534 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. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1592 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1594 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1595 head->attack_movement = PETMOVE;
1540 done_one = 1; 1596 done_one = 1;
1541 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);
1542 head->stats.exp = 0; 1598 head->stats.exp = 0;
1543 } 1599 }
1544 1600
1545 /* If a monster was effected, put an effect in */ 1601 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1602 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1548 tmp->x = nx; 1604 } /* for y */
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 }
1552 } /* for y */
1553 1605
1554 return 1; 1606 return 1;
1555} 1607}
1556 1608
1557 1609
1558/* 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
1559 * 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
1560 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1613 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1563 */ 1615 */
1564 1616void
1565void move_ball_spell(object *op) { 1617move_ball_spell (object *op)
1618{
1566 int i,j,dam_save,dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1568 object *owner; 1621 object *owner;
1569 mapstruct *m; 1622 maptile *m;
1570 1623
1571 owner = get_owner(op); 1624 owner = op->owner;
1572 1625
1573 /* 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,
1574 * 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
1575 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1576 * 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
1577 * deviations. 1630 * deviations.
1578 */ 1631 */
1579 1632
1580 dir = 0; 1633 dir = 0;
1581 if(!(rndm(0, 3))) 1634 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1635 j = rndm (0, 1);
1583 else j=0; 1636 else
1637 j = 0;
1584 1638
1585 for(i = 1; i < 9; i++) { 1639 for (i = 1; i < 9; i++)
1640 {
1586 /* i bit 0: alters sign of offset 1641 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1642 * other bits (i / 2): absolute value of offset
1588 */ 1643 */
1589 1644
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1646 int tmpdir = absdir (op->direction + offset);
1592 1647
1593 nx = op->x + freearr_x[tmpdir]; 1648 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1649 ny = op->y + freearr_y[tmpdir];
1595 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1651 {
1597 dir = tmpdir; 1652 dir = tmpdir;
1598 break; 1653 break;
1599 } 1654 }
1600 } 1655 }
1601 if (dir == 0) { 1656 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1657 {
1658 nx = op->x;
1659 ny = op->y;
1660 m = op->map;
1661 }
1606 1662
1607 remove_ob(op); 1663 m->insert (op, nx, ny, op);
1608 op->y=ny; 1664
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 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
1613 surrounding squares */ 1666 surrounding squares */
1614 1667
1615 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1670 * the surround spaces.
1618 */ 1671 */
1619 for(j=0;j<9;j++) { 1672 for (j = 0; j < 9; j++)
1620 object *new_ob; 1673 {
1621
1622 hx = nx+freearr_x[j]; 1674 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1675 hy = ny + freearr_y[j];
1624 1676
1625 m = op->map; 1677 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1679
1628 if (mflags & P_OUT_OF_MAP) continue; 1680 if (mflags & P_OUT_OF_MAP)
1681 continue;
1629 1682
1630 /* 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
1631 * of the map either. 1684 * of the map either.
1632 */ 1685 */
1633 1686
1634 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)))
1635 if(j) op->stats.dam = dam_save/2; 1688 {
1689 if (j)
1690 op->stats.dam = dam_save / 2;
1691
1636 hit_map(op,j,op->attacktype,1); 1692 hit_map (op, j, op->attacktype, 1);
1693 }
1637 1694
1638 }
1639
1640 /* insert the other arch */ 1695 /* insert the other arch */
1641 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))))
1642 new_ob = arch_to_object(op->other_arch); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 } 1698 }
1648 1699
1649 /* restore to the center location and damage*/ 1700 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1651 1702
1652 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);
1653 1704
1654 if(i>=0) { /* we have a preferred direction! */ 1705 if (i >= 0)
1706 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1656 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 ||
1657 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)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1711
1660 op->direction=i; 1712 op->direction = i;
1661 } 1713 }
1662} 1714}
1663 1715
1664
1665/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1666 * 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
1667 * 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
1668 * 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
1669 * 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
1670 * 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.
1671 */ 1722 */
1672 1723void
1673void move_swarm_spell(object *op) 1724move_swarm_spell (object *op)
1674{ 1725{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1726#if 0
1697 // 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 };
1698 // (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 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1729 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1730 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1731 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1732#endif
1733 object *owner = op->env;
1744 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
1745 /* 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
1746 * should just be a pointer to the spell in some inventory, 1796 * should just be a pointer to the spell in some inventory,
1747 * 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,
1748 * do some sanity checking anyways. 1798 * do some sanity checking anyways.
1749 */ 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))))
1750 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
1751 if (op->spell && op->spell->type == SPELL) 1820 if (op->spell && op->spell->type == SPELL)
1752 { 1821 {
1753 /* 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 */
1754 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 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);
1758 } 1827 }
1759} 1828}
1760
1761
1762
1763 1829
1764/* fire_swarm: 1830/* fire_swarm:
1765 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1766 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1767 * the parts of the swarm. 1833 * the parts of the swarm.
1770 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1771 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1839 * n: the number to be fired.
1774 */ 1840 */
1775 1841int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1843{
1778 object *tmp;
1779 int i;
1780
1781 if (!spell->other_arch) return 0; 1844 if (!spell->other_arch)
1845 return 0;
1782 1846
1783 tmp=get_archetype(SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1784 tmp->x=op->x; 1848
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1787 set_spell_skill(op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1788
1789 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. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1791
1792 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1793 1853
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1796 return 1; 1856 return 1;
1797 } 1857
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1861
1802 tmp->direction=dir;
1803 tmp->invisible=1; 1862 tmp->invisible = 1;
1804 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
1805 return 1; 1870 return 1;
1806} 1871}
1807
1808 1872
1809/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1810 * function. 1874 * function.
1811 */ 1875 */
1876int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1877cast_light (object *op, object *caster, object *spell, int dir)
1878{
1813 object *target=NULL,*tmp=NULL; 1879 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1880 sint16 x, y;
1815 int dam, mflags; 1881 int dam, mflags;
1816 mapstruct *m; 1882 maptile *m;
1817 1883
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1885
1820 if(!dir) { 1886 if (!dir)
1887 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 1889 return 0;
1823 } 1890 }
1824 1891
1825 x=op->x+freearr_x[dir]; 1892 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1893 y = op->y + freearr_y[dir];
1827 m = op->map; 1894 m = op->map;
1828 1895
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1896 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1897
1831 if (mflags & P_OUT_OF_MAP) { 1898 if (mflags & P_OUT_OF_MAP)
1899 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1901 return 0;
1834 } 1902 }
1835 1903
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1904 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 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)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1908 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1910 if (target->head)
1911 target = target->head;
1912
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1915 }
1843 } 1916 }
1844 }
1845 1917
1846 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
1847 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 {
1848 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.");
1849 return 0; 1922 return 0;
1850 } 1923 }
1851 1924
1852 /* 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 */
1853 tmp=arch_to_object(spell->other_arch); 1926 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 1927 if (!tmp)
1928 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1930 return 0;
1857 } 1931 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 1933 if (tmp->glow_radius)
1934 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 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;
1862 } 1938 }
1863 tmp->x=x; 1939
1864 tmp->y=y; 1940 m->insert (tmp, x, y, op);
1865 insert_ob_in_map(tmp,m,op,0);
1866 return 1; 1941 return 1;
1867} 1942}
1868
1869
1870
1871 1943
1872/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
1873 * player and infects someone. 1945 * player and infects someone.
1874 * 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
1875 * 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
1876 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
1877 */ 1949 */
1878 1950int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
1952{
1880 sint16 x,y; 1953 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 1955 object *walk;
1883 mapstruct *m; 1956 maptile *m;
1884 1957
1885 x = op->x; 1958 x = op->x;
1886 y = op->y; 1959 y = op->y;
1887 1960
1888 /* 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
1889 * direction the player is pointing. 1962 * direction the player is pointing.
1890 */ 1963 */
1964 if (!dir)
1891 if (!dir) dir=op->facing; 1965 dir = op->facing;
1966
1967 if (!dir)
1892 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 */
1893 1969
1894 /* Calculate these once here */ 1970 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 1972 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 1973 dur_mod = SP_level_duration_adjust (caster, spell);
1898 1974
1899 /* search in a line for a victim */ 1975 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 1976 for (i = 1; i < range; i++)
1977 {
1901 x = op->x + i * freearr_x[dir]; 1978 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 1979 y = op->y + i * freearr_y[dir];
1903 m = op->map; 1980 m = op->map;
1904 1981
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 1982 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1983
1907 if (mflags & P_OUT_OF_MAP) return 0; 1984 if (mflags & P_OUT_OF_MAP)
1985 return 0;
1908 1986
1909 /* don't go through walls - presume diseases are airborne */ 1987 /* don't go through walls - presume diseases are airborne */
1910 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;
1911 1990
1912 /* 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 */
1913 if (mflags & P_IS_ALIVE) { 1992 if (mflags & P_IS_ALIVE)
1993 {
1914 /* search this square for a victim */ 1994 /* search this square for a victim */
1915 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)
1916 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 */
1917 object *disease = arch_to_object(spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
1918 1999
1919 set_owner(disease,op); 2000 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2003 disease->level = casting_level (caster, spell);
1923 2004
1924 /* do level adjustments */ 2005 /* do level adjustments */
1925 if(disease->stats.wc) 2006 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2007 disease->stats.wc += dur_mod / 2;
1927 2008
1928 if(disease->magic> 0) 2009 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2010 disease->magic += dur_mod / 8;
1930 2011
1931 if(disease->stats.maxhp>0) 2012 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
1933 2014
1934 if(disease->stats.maxgrace>0) 2015 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2016 disease->stats.maxgrace += dur_mod;
1936 2017
1937 if(disease->stats.dam) { 2018 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2019 {
1939 disease->stats.dam += dam_mod; 2020 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2021 disease->stats.dam += dam_mod;
1941 } 2022 else
2023 disease->stats.dam -= dam_mod;
2024 }
1942 2025
1943 if(disease->last_sp) { 2026 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2027 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2028 disease->last_sp -= 2 * dam_mod;
1946 } 2029 if (disease->last_sp < 1)
2030 disease->last_sp = 1;
2031 }
1947 2032
1948 if(disease->stats.maxsp) { 2033 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2034 {
1950 disease->stats.maxsp += dam_mod; 2035 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2036 disease->stats.maxsp += dam_mod;
1952 } 2037 else
1953 2038 disease->stats.maxsp -= dam_mod;
2039 }
2040
1954 if(disease->stats.ac) 2041 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2042 disease->stats.ac += dam_mod;
1956 2043
1957 if(disease->last_eat) 2044 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2045 disease->last_eat -= dam_mod;
1959 2046
1960 if(disease->stats.hp) 2047 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2048 disease->stats.hp -= dam_mod;
1962 2049
1963 if(disease->stats.sp) 2050 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2051 disease->stats.sp -= dam_mod;
1965 2052
1966 if(infect_object(walk,disease,1)) { 2053 if (infect_object (walk, disease, 1))
1967 object *flash; /* visual effect for inflicting disease */ 2054 {
1968
1969 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);
1970 2056
1971 free_object(disease); /* don't need this one anymore */ 2057 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1973 flash->x = x; 2059 return 1;
1974 flash->y = y; 2060 }
1975 flash->map = walk->map; 2061
1976 insert_ob_in_map(flash,walk->map,op,0); 2062 disease->destroy ();
1977 return 1; 2063 }
1978 } 2064 } /* if living creature */
1979 free_object(disease); 2065 } /* for range of spaces */
1980 } 2066
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2068 return 1;
1985} 2069}

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