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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.8 by pippijn, Thu Sep 7 10:01:58 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 1.8 2006/09/07 10:01:58 pippijn 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
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)
135 return; 134 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 141
144 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
150 new_bolt->duration++; 148 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164 161void
165void move_bolt(object *op) { 162move_bolt (object *op)
166 object *tmp; 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 mapstruct *m; 166 maptile *m;
170 167
171 if(--(op->duration)<0) { 168 if (--op->duration < 0)
172 remove_ob(op); 169 {
173 free_object(op); 170 op->destroy ();
171 return;
172 }
173
174 hit_map (op, 0, op->attacktype, 1);
175
176 if (!op->direction)
177 return;
178
179 if (--op->range < 0)
180 op->range = 0;
181 else
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)
174 return; 189 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 190
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 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 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 193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 194 * will be useful.
195 */ 195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 197 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 199 return;
201 200
202 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 203 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 204 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 205 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 206 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 207 * to the southwest.
209 */ 208 */
210 if(op->direction&1) 209 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 210 op->direction = absdir (op->direction + 4);
212 else { 211 else
212 {
213 int left, right; 213 int left, right;
214 int mflags; 214 int mflags;
215 215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 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 217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 219 * op->direction-1 or op->direction+1 does not exist.
220 */ 220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 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); 222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 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); 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)); 228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 229
230 if(left==right) 230 if (left == right)
231 op->direction=absdir(op->direction+4); 231 op->direction = absdir (op->direction + 4);
232 else if(left) 232 else if (left)
233 op->direction=absdir(op->direction+2); 233 op->direction = absdir (op->direction + 2);
234 else if(right) 234 else if (right)
235 op->direction=absdir(op->direction-2); 235 op->direction = absdir (op->direction - 2);
236 } 236 }
237
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 239 return;
239 } 240 }
241 else
240 else { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 243 object *tmp = op->clone ();
242 copy_object(op,tmp); 244
245 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 246 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 248 tmp->duration++;
248 249
249 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 251 * going off in other directions.
251 */ 252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
252 255
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
258 */ 258 */
259 op->range = 0; 259 op->range = 0;
260 } /* copy object and move it along */ 260 } /* copy object and move it along */
261 } /* if move bolt along */ 261 } /* if move bolt along */
262} 262}
263 263
264/* fire_bolt 264/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 268 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
270 * pointers. 270 * pointers.
271 */ 271 */
272 272int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
274 object *tmp=NULL; 275 object *tmp = NULL;
275 int mflags; 276 int mflags;
276 277
277 if (!spob->other_arch) 278 if (!spob->other_arch)
278 return 0; 279 return 0;
279 280
280 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 282 if (tmp == NULL)
282 return 0; 283 return 0;
283 284
284 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
289 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
292 296
293 tmp->direction=dir; 297 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
296 300
297 set_owner(tmp,op); 301 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
299 303
300 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 306 tmp->map = op->map;
303 307
308 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 311 {
312 tmp->destroy ();
307 return 0; 313 return 0;
308 } 314 }
315
316 tmp->map = newmap;
317
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 321 {
322 tmp->destroy ();
312 return 0; 323 return 0;
313 } 324 }
325
314 tmp->x=op->x; 326 tmp->x = op->x;
315 tmp->y=op->y; 327 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 329 tmp->map = op->map;
318 } 330 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 333 move_bolt (tmp);
334
321 return 1; 335 return 1;
322} 336}
323
324
325 337
326/*************************************************************************** 338/***************************************************************************
327 * 339 *
328 * BULLET/BALL CODE 340 * BULLET/BALL CODE
329 * 341 *
330 ***************************************************************************/ 342 ***************************************************************************/
331 343
332/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 346 * At least that is what I think this does.
335 */ 347 */
348void
336void explosion(object *op) { 349explosion (object *op)
337 object *tmp; 350{
338 mapstruct *m=op->map; 351 maptile *m = op->map;
339 int i; 352 int i;
340 353
341 if(--(op->duration)<0) { 354 if (--op->duration < 0)
342 remove_ob(op); 355 {
343 free_object(op); 356 op->destroy ();
344 return; 357 return;
345 } 358 }
359
346 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
347 361
348 if(op->range>0) { 362 if (op->range > 0)
363 {
349 for(i=1;i<9;i++) { 364 for (i = 1; i < 9; i++)
365 {
350 sint16 dx,dy; 366 sint16 dx, dy;
351 367
352 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
354 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 372 * out of map, etc.
356 */ 373 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 375 {
359 copy_object(op,tmp); 376 object *tmp = op->clone ();
377
360 tmp->state=0; 378 tmp->state = 0;
361 tmp->speed_left= -0.21; 379 tmp->speed_left = -0.21f;
362 tmp->range--; 380 tmp->range--;
363 tmp->value=0; 381 tmp->value = 0;
364 tmp->x=dx; 382
365 tmp->y=dy; 383 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 384 }
368 } 385 }
369 } 386 }
370} 387}
371
372 388
373/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
375 * explode. 391 * explode.
376 */ 392 */
393void
377void explode_bullet(object *op) 394explode_bullet (object *op)
378{ 395{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 396 object *tmp, *owner;
381 397
382 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 401 op->destroy ();
385 free_object (op); 402 return;
403 }
404
405 if (op->env)
406 {
407 object *env = op->outer_env ();
408
409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
412 op->destroy ();
413 return;
414 }
415
416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
417 }
418 else if (out_of_map (op->map, op->x, op->y))
419 {
420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
421 op->destroy ();
422 return;
423 }
424
425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
426 // NOTE: If this breaks something important: remove this. I can't think of anything
427 // bad at the moment that might happen from this.
428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
429 {
430 op->destroy ();
431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
386 return; 439 return;
387 } 440 }
388 441
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
428 444
429 copy_owner (tmp, op); 445 tmp->set_owner (op);
430 tmp->skill = op->skill; 446 tmp->skill = op->skill;
431 447
432 owner = get_owner(op); 448 owner = op->owner;
449
433 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))
434 !tailor_god_spell(tmp, owner)) { 451 {
435 remove_ob (op); 452 op->destroy ();
436 free_object (op);
437 return; 453 return;
438 } 454 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 455
442 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
458 {
444 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 460 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 461 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 462 tmp->duration = op->duration;
448 } else { 463 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 464 else
465 {
466 if (op->attacktype & AT_MAGIC)
467 tmp->attacktype |= AT_MAGIC;
468
450 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
454 /* 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 -
455 * the count of the parent should work fine. 474 * the count of the parent should work fine.
456 */ 475 */
457 tmp->stats.maxhp = op->count; 476 tmp->stats.maxhp = op->count;
458 } 477 }
459 478
460 /* Set direction of cone explosion */ 479 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 480 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
463 482
464 /* Prevent recursion */ 483 /* Prevent recursion */
465 op->move_on = 0; 484 op->move_on = 0;
466 485
467 insert_ob_in_map(tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
468 /* remove the firebullet */ 489 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 490 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 491}
474
475
476 492
477/* 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
478 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
479 */ 495 */
480 496void
481void check_bullet(object *op) 497check_bullet (object *op)
482{ 498{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 499 object *tmp;
485 int dam, mflags; 500 int dam, mflags;
486 mapstruct *m; 501 maptile *m;
487 sint16 sx, sy; 502 sint16 sx, sy;
488 503
489 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);
490 505
491 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)))
492 return; 507 return;
493 508
494 if (op->other_arch) { 509 if (op->other_arch)
510 {
495 /* explode object will also remove op */ 511 /* explode object will also remove op */
496 explode_bullet (op); 512 explode_bullet (op);
497 return; 513 return;
498 } 514 }
499 515
500 /* 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 */
501 if (!(mflags & P_IS_ALIVE)) return; 517 if (!(mflags & P_IS_ALIVE))
518 return;
502 519
503 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)
504 { 521 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 523 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 525
509 || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 { 527 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 529 {
513 free_object(op); 530 op->destroy ();
514 return; 531 return;
515 } 532 }
516 } 533 }
517 } 534 }
518 } 535 }
519} 536}
520
521 537
522/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 539 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
526 */ 542 */
527 543void
528void move_bullet(object *op) 544move_bullet (object *op)
529{ 545{
530 sint16 new_x, new_y; 546 sint16 new_x, new_y;
531 int mflags; 547 int mflags;
532 mapstruct *m; 548 maptile *m;
533 549
534#if 0 550#if 0
535 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
536 552
537 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 555 if (op->stats.sp == SP_METEOR)
556 {
540 replace_insert_ob_in_map("fire_trail",op); 557 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
542 return; 559 return;
543 } /* end addition. */ 560 } /* end addition. */
544#endif 561#endif
545 562
546 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 564 if (--op->range <= 0)
565 {
548 if (op->other_arch) { 566 if (op->other_arch)
549 explode_bullet (op); 567 explode_bullet (op);
550 } else { 568 else
551 remove_ob (op); 569 op->destroy ();
552 free_object (op); 570
553 }
554 return; 571 return;
555 } 572 }
556 573
557 new_x = op->x + DIRX(op); 574 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 575 new_y = op->y + DIRY (op);
559 m = op->map; 576 m = op->map;
560 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);
561 578
562 if (mflags & P_OUT_OF_MAP) { 579 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 580 {
564 free_object (op); 581 op->destroy ();
565 return; 582 return;
566 } 583 }
567 584
568 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 {
569 if (op->other_arch) { 587 if (op->other_arch)
570 explode_bullet (op); 588 explode_bullet (op);
571 } else { 589 else
572 remove_ob (op); 590 op->destroy ();
573 free_object (op); 591
574 }
575 return; 592 return;
576 } 593 }
577 594
578 remove_ob (op); 595 if (!(op = m->insert (op, new_x, new_y, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 596 return;
583 597
584 if (reflwall (op->map, op->x, op->y, op)) { 598 if (reflwall (op->map, op->x, op->y, op))
599 {
585 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 601 update_turn_face (op);
587 } else { 602 }
603 else
588 check_bullet (op); 604 check_bullet (op);
589 }
590} 605}
591
592
593
594 606
595/* fire_bullet 607/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 611 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
601 * pointers. 613 * pointers.
602 */ 614 */
603 615int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 616fire_bullet (object *op, object *caster, int dir, object *spob)
617{
605 object *tmp=NULL; 618 object *tmp = NULL;
606 int mflags; 619 int mflags;
607 620
608 if (!spob->other_arch) 621 if (!spob->other_arch)
609 return 0; 622 return 0;
610 623
611 tmp=arch_to_object(spob->other_arch); 624 tmp = spob->other_arch->instance ();
612 if(tmp==NULL) 625 if (!tmp)
613 return 0; 626 return 0;
614 627
615 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
616 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);
617 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
631 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
619 633
620 tmp->range = 50; 634 tmp->range = 50;
621 635
622 /* Need to store duration/range for the ball to use */ 636 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 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);
626 640
627 tmp->direction=dir; 641 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 643 SET_ANIMATION (tmp, dir);
630 644
631 set_owner(tmp,op); 645 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
633 647
634 tmp->x=op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 650 tmp->map = op->map;
637 651
652 maptile *newmap;
638 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);
639 if (mflags & P_OUT_OF_MAP) { 654 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 655 {
656 tmp->destroy ();
641 return 0; 657 return 0;
642 } 658 }
659
660 tmp->map = newmap;
661
643 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 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 665 {
666 tmp->destroy ();
646 return 0; 667 return 0;
647 } 668 }
669
648 tmp->x=op->x; 670 tmp->x = op->x;
649 tmp->y=op->y; 671 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 672 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 673 tmp->map = op->map;
652 } 674 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 675
676 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 677 check_bullet (tmp);
655 } 678
656 return 1; 679 return 1;
657} 680}
658
659
660
661 681
662/***************************************************************************** 682/*****************************************************************************
663 * 683 *
664 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
665 * 685 *
666 *****************************************************************************/ 686 *****************************************************************************/
667 687
668
669/* 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
670void cone_drop(object *op) { 690cone_drop (object *op)
691{
671 object *new_ob = arch_to_object(op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
672 693
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 694 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 695 new_ob->set_owner (op->owner);
677 696
678 /* preserve skill ownership */ 697 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 698 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
681 } 700
682 insert_ob_in_map(new_ob,op->map,op,0); 701 new_ob->insert_at (op, op);
683
684} 702}
685 703
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 704/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 705
706void
688void move_cone(object *op) { 707move_cone (object *op)
689 int i; 708{
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 710 if (!op->map)
711 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 713 op->set_speed (0);
697 update_ob_speed (op);
698 return; 714 return;
699 } 715 }
700 716
701 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
719 {
703 hit_map(op,0,op->attacktype,0); 720 hit_map (op, 0, op->attacktype, 0);
704 return; 721 return;
705 } 722 }
706 723
707#if 0 724#if 0
708 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 726 * when their cone dies when they die.
710 */ 727 */
711 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 729 if (op->owner == NULL)
713 remove_ob(op); 730 {
714 free_object(op); 731 op->destroy ();
715 return; 732 return;
716 } 733 }
717#endif 734#endif
718 735
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 736 hit_map (op, 0, op->attacktype, 0);
721 737
722 /* Check to see if we should push anything. 738 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 739 * Spell objects with weight push whatever they encounter to some
724 * degree. 740 * degree.
725 */ 741 */
742 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 743 check_spell_knockback (op);
727 744
728 if (was_destroyed (op, tag)) 745 if (op->destroyed ())
746 return;
747
748 if (op->duration-- < 0)
749 {
750 op->destroy ();
729 return; 751 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 752 }
736 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 754 * any further. When the duration above expires,
738 * then the object will get removed. 755 * then the object will get removed.
739 */ 756 */
740 if (--op->range < 0) { 757 if (--op->range < 0)
758 {
741 op->range=0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
742 return; 760 return;
761 }
762
763 for (int i = -1; i <= 1; i++)
743 } 764 {
765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
744 766
745 for(i= -1;i<2;i++) {
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
747 y=op->y+freearr_y[absdir(op->stats.sp+i)];
748
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 768 {
751 copy_object(op, tmp); 769 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 770
755 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
756 772
757 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 775
776 op->map->insert (tmp, x, y, op);
777
760 if (tmp->other_arch) cone_drop(tmp); 778 if (tmp->other_arch)
779 cone_drop (tmp);
761 } 780 }
762 } 781 }
763} 782}
764 783
765/* cast_cone: casts a cone spell. 784/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 787 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 788 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 789 * to fire.
771 * returns 0 on failure, 1 on success. 790 * returns 0 on failure, 1 on success.
772 */ 791 */
792int
773int cast_cone(object *op, object *caster,int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
774{ 794{
775 object *tmp; 795 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 796 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 797 maptile *m;
778 sint16 sx, sy; 798 sint16 sx, sy;
779 MoveType movetype; 799 MoveType movetype;
780 800
781 if (!spell->other_arch) return 0; 801 if (!spell->other_arch)
802 return 0;
782 803
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 804 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 805 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 806 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 807 return 0;
788 } 808 }
789 809
790 if(!dir) { 810 if (!dir)
811 {
791 range_min= 0; 812 range_min = 0;
792 range_max=8; 813 range_max = 8;
793 } 814 }
794 815
795 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 818 * insert it into is blocked.
798 */ 819 */
799 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
800 821
801 for(i=range_min;i<=range_max;i++) { 822 for (i = range_min; i <= range_max; i++)
823 {
802 sint16 x,y, d; 824 sint16 x, y, d;
803 825
804 /* We can't use absdir here, because it never returns 826 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 827 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 828 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 829 * to hit that person.
808 */ 830 */
809 d = dir + i; 831 d = dir + i;
810 while (d < 0) d+=8; 832 while (d < 0)
833 d += 8;
811 while (d > 8) d-=8; 834 while (d > 8)
835 d -= 8;
812 836
813 /* If it's not a rune, we don't want to blast the caster. 837 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 838 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 839 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 840 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 841 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 842 * for the rune code.
819 */ 843 */
820 if (caster->type != RUNE && d==0) { 844 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 845 {
824 846 if (dir != 0)
825 x = op->x+freearr_x[d]; 847 d = 8;
826 y = op->y+freearr_y[d]; 848 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 849 continue;
850 }
830 851
852 x = op->x + freearr_x[d];
853 y = op->y + freearr_y[d];
854
855 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
856 continue;
857
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 859 continue;
833 860
834 success=1; 861 success = 1;
835 tmp=arch_to_object(spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 863 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 866 tmp->attacktype = spell->attacktype;
842 867
843 /* holy word stuff */ 868 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 870 if (!tailor_god_spell (tmp, op))
846 } 871 return 0;
847 872
848 if(dir) 873 if (dir)
849 tmp->stats.sp=dir; 874 tmp->stats.sp = dir;
850 else 875 else
851 tmp->stats.sp=i; 876 tmp->stats.sp = i;
852 877
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 878 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 879
855 /* If casting it in all directions, it doesn't go as far */ 880 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 881 if (dir == 0)
882 {
857 tmp->range /= 4; 883 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 884 if (tmp->range < 2 && spell->range >= 2)
885 tmp->range = 2;
859 } 886 }
887
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 888 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 889 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 890
863 /* Special bonus for fear attacks */ 891 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 892 if (tmp->attacktype & AT_FEAR)
893 {
894 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 895 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 896 else
867 tmp->duration += caster->level/3; 897 tmp->duration += caster->level / 3;
868 } 898 }
899
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 900 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
901 {
902 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 903 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 904 else
872 tmp->duration += caster->level/3; 905 tmp->duration += caster->level / 3;
873 } 906 }
874 907
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 &spell->other_arch->name);
879 910
880 if (!tmp->move_on && tmp->stats.dam) { 911 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 913
914 m->insert (tmp, sx, sy, op);
915
887 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 917 * a single space too many times.
889 */ 918 */
890 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
891 920
892 if(tmp->other_arch) cone_drop(tmp); 921 if (tmp->other_arch)
922 cone_drop (tmp);
893 } 923 }
924
894 return success; 925 return success;
895} 926}
896 927
897/**************************************************************************** 928/****************************************************************************
898 * 929 *
899 * BOMB related code 930 * BOMB related code
900 * 931 *
901 ****************************************************************************/ 932 ****************************************************************************/
902 933
903
904/* This handles an exploding bomb. 934/* This handles an exploding bomb.
905 * op is the original bomb object. 935 * op is the original bomb object.
906 */ 936 */
937void
907void animate_bomb(object *op) { 938animate_bomb (object *op)
908 int i; 939{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
941 return;
942
943 object *env = op->outer_env ();
944
945 if (op->env)
946 {
947 if (env->map == NULL)
913 return; 948 return;
914 949
915 950 if (!(op = op->insert_at (env, op)))
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count);
924
925 remove_ob(op);
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 951 return;
940 } 952 }
941 953
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
942 /* This copies a lot of the code from the fire bullet, 963 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 965 * so just set up the appropriate values.
945 */ 966 */
946 at = find_archetype(SPLINT); 967 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 968 {
948 for(i=1;i<9;i++) { 969 for (int i = 1; i < 9; i++)
970 {
949 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]))
950 continue; 972 continue;
973
951 tmp = arch_to_object(at); 974 object *tmp = arch_to_object (at);
952 tmp->direction = i; 975 tmp->direction = i;
953 tmp->range = op->range; 976 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 978 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 980 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 981 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 982 tmp->skill = op->skill;
960 } 983
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 984 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 985 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 986
964 tmp->y = op->y + freearr_x[i]; 987 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 988 move_bullet (tmp);
967 } 989 }
968 } 990 }
969 991
970 explode_bullet(op); 992 explode_bullet (op);
971} 993}
972 994
995int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 996create_bomb (object *op, object *caster, int dir, object *spell)
974 997{
975 object *tmp; 998 object *tmp;
976 int mflags; 999 int mflags;
977 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];
978 mapstruct *m; 1001 maptile *m;
979 1002
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1003 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 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 {
982 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.");
983 return 0; 1007 return 0;
984 } 1008 }
1009
985 tmp=arch_to_object(spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
986 1011
987 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 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);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1016 tmp->attacktype = spell->attacktype;
992 1017
993 set_owner(tmp,op); 1018 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1019 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1020
996 tmp->y=dy; 1021 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1022 return 1;
999} 1023}
1000 1024
1001/**************************************************************************** 1025/****************************************************************************
1002 * 1026 *
1003 * smite related spell code. 1027 * smite related spell code.
1011 * dir is the direction to look in. 1035 * dir is the direction to look in.
1012 * range is how far out to look. 1036 * range is how far out to look.
1013 * 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.
1014 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1015 */ 1039 */
1016 1040object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1041get_pointed_target (object *op, int dir, int range, int type)
1042{
1018 object *target; 1043 object *target;
1019 sint16 x,y; 1044 sint16 x, y;
1020 int dist, mflags; 1045 int dist, mflags;
1021 mapstruct *mp; 1046 maptile *mp;
1022 1047
1023 if (dir==0) return NULL; 1048 if (dir == 0)
1024
1025 for (dist=1; dist<range; dist++) {
1026 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1030
1031 if (mflags & P_OUT_OF_MAP) return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1035
1036 if (mflags & P_IS_ALIVE) {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1039 return target;
1040 }
1041 }
1042 }
1043 }
1044 return NULL; 1049 return NULL;
1045}
1046 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}
1047 1075
1048/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1050 * usual params - 1078 * usual params -
1051 * op = player 1079 * op = player
1052 * caster = object casting the spell. 1080 * caster = object casting the spell.
1053 * dir = direction being cast 1081 * dir = direction being cast
1054 * spell = spell object 1082 * spell = spell object
1055 */ 1083 */
1056 1084int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1086{
1058 object *effect, *target; 1087 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1088 object *god = find_god (determine_god (op));
1060 int range; 1089 int range;
1061 1090
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1091 range = spell->range + SP_level_range_adjust (caster, spell);
1063 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);
1064 1093
1065 /* Bunch of conditions for casting this spell. Note that only 1094 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1095 * require a god if this is a cleric spell (requires grace).
1067 * 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
1068 * 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
1069 * interesting spell. 1098 * interesting spell.
1070 * 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
1071 * can't be friendly to your god. 1100 * can't be friendly to your god.
1072 */ 1101 */
1073 1102
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1103 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1104 || (!god && spell->stats.grace)
1076 ||(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)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1106 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1107 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1108 return 0;
1080 } 1109 }
1081 1110
1082 if (spell->other_arch) 1111 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1084 else 1113 else
1085 return 0; 1114 return 0;
1086 1115
1087 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1120 {
1091 if(tailor_god_spell(effect,op)) 1121 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1123 else
1124 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1125 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1126 return 0;
1097 } 1127 }
1098 } 1128 }
1099 1129
1100 /* size of the area of destruction */ 1130 /* size of the area of destruction */
1101 effect->range=spell->range + 1131 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1132 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1133
1106 if (effect->attacktype & AT_DEATH) { 1134 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1135 {
1108 SP_level_dam_adjust(caster,spell); 1136 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1137
1110 /* casting death spells at undead isn't a good thing */ 1138 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1139 if (QUERY_FLAG (target, FLAG_UNDEAD))
1140 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1141 if (random_roll (0, 2, op, PREFER_LOW))
1142 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1143 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1144 effect->x = op->x;
1115 effect->y=op->y; 1145 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1146 }
1147 else
1148 {
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1150 target->stats.hp = target->stats.maxhp * 2;
1151 effect->destroy ();
1152 return 0;
1123 } 1153 }
1124 } else { 1154 }
1155 }
1156 else
1157 {
1125 /* how much woe to inflict :) */ 1158 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1159 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1160 }
1129 1161
1130 set_owner(effect,op); 1162 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1163 set_spell_skill (op, caster, spell, effect);
1132 1164
1133 /* ok, tell it where to be, and insert! */ 1165 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1166 effect->insert_at (target, op);
1135 effect->y=target->y; 1167
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1168 return 1;
1139} 1169}
1140
1141 1170
1142/**************************************************************************** 1171/****************************************************************************
1143 * 1172 *
1144 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1145 * 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
1146 * code here is just to move the missile. 1175 * code here is just to move the missile.
1147 ****************************************************************************/ 1176 ****************************************************************************/
1148 1177
1149/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1179void
1150void move_missile(object *op) { 1180move_missile (object *op)
1151 int i, mflags; 1181{
1152 object *owner;
1153 sint16 new_x, new_y;
1154 mapstruct *m;
1155
1156 if (op->range-- <=0) { 1182 if (op->range-- <= 0)
1157 remove_ob(op); 1183 {
1158 free_object(op); 1184 op->destroy ();
1159 return; 1185 return;
1186 }
1187
1188 mapxy pos (op);
1189 pos.move (op->direction);
1190
1191 if (!pos.normalise ())
1160 } 1192 {
1161 1193 op->destroy ();
1162 owner = get_owner(op);
1163#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive
1166 */
1167 if (owner == NULL) {
1168 remove_ob(op);
1169 free_object(op);
1170 return; 1194 return;
1195 }
1196
1197 mapspace &ms = pos.ms ();
1198
1199 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1171 } 1200 {
1172#endif
1173
1174 new_x = op->x + DIRX(op);
1175 new_y = op->y + DIRY(op);
1176
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1178
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1181 tag_t tag = op->count;
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1184 * 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.
1185 */ 1204 */
1186 if ( ! was_destroyed (op, tag)) { 1205 op->destroy ();
1187 remove_ob (op);
1188 free_object(op);
1189 }
1190 return; 1206 return;
1207 }
1208
1209 if (!op->direction)
1191 } 1210 {
1192 1211 op->destroy ();
1193 remove_ob(op);
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1195 free_object(op);
1196 return; 1212 return;
1197 } 1213 }
1198 op->x = new_x; 1214
1199 op->y = new_y; 1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1216 if (i > 0 && i != op->direction)
1217 {
1203 op->direction=i; 1218 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1205 } 1220 }
1206 insert_ob_in_map(op,op->map,op,0); 1221
1222 pos.insert (op, op);
1207} 1223}
1208 1224
1209/**************************************************************************** 1225/****************************************************************************
1210 * Destruction 1226 * Destruction
1211 ****************************************************************************/ 1227 ****************************************************************************/
1228
1212/* make_object_glow() - currently only makes living objects glow. 1229/* make_object_glow() - currently only makes living objects glow.
1213 * 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
1214 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1217 */ 1234 */
1218 1235int
1219int make_object_glow(object *op, int radius, int time) { 1236make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1237{
1221
1222 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1240 return 0;
1225 1241
1226 tmp=get_archetype(FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1244 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1246 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1249
1234 tmp->x=op->x;
1235 tmp->y=op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1238 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1240 1254
1241 if(!tmp->env||op!=tmp->env) {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1243 &op->name);
1244 return 0;
1245 }
1246 return 1; 1255 return 1;
1247} 1256}
1248 1257
1249 1258int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1259cast_destruction (object *op, object *caster, object *spell_ob)
1260{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1262 sint16 sx, sy;
1255 mapstruct *m; 1263 maptile *m;
1256 object *tmp; 1264 object *tmp;
1257 const char *skill; 1265 const char *skill;
1258 1266
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 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);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1269 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1271 friendly = 1;
1263 1272
1264 /* destruction doesn't use another spell object, so we need 1273 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1274 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1275 * We do some shortcuts here - since this is just temporary
1267 * 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
1268 * the full share string/free_string route. 1277 * the full share string/free_string route.
1269 */ 1278 */
1270 skill = op->skill; 1279 skill = op->skill;
1280 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1281 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1282 else if (caster->skill)
1283 op->skill = caster->skill;
1284 else
1273 else op->skill = NULL; 1285 op->skill = NULL;
1274 1286
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1276 1288
1277 for(i= -range; i<range; i++) { 1289 for (i = -range; i <= range; i++)
1290 {
1278 for(j=-range; j<range ; j++) { 1291 for (j = -range; j <= range; j++)
1292 {
1279 m = op->map; 1293 m = op->map;
1280 sx = op->x + i; 1294 sx = op->x + i;
1281 sy = op->y + j; 1295 sy = op->y + j;
1296
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1298 if (mflags & P_OUT_OF_MAP)
1299 continue;
1300
1284 if (mflags & P_IS_ALIVE) { 1301 if (mflags & P_IS_ALIVE)
1302 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1305 break;
1306
1307 if (tmp)
1287 } 1308 {
1288 if (tmp) { 1309 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1310 tmp = tmp->head;
1290 1311
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1314 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1316 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1295 if (spell_ob->other_arch) { 1319 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1321 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1323 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 } 1326 }
1311 } 1327 }
1312 } 1328 }
1313 } 1329 }
1314 } 1330 }
1315 } 1331 }
1332
1316 op->skill = skill; 1333 op->skill = skill;
1317 return 1; 1334 return 1;
1318} 1335}
1319 1336
1320/*************************************************************************** 1337/***************************************************************************
1321 * 1338 *
1322 * CURSE 1339 * CURSE
1323 * 1340 *
1324 ***************************************************************************/ 1341 ***************************************************************************/
1325 1342
1343int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1344cast_curse (object *op, object *caster, object *spell_ob, int dir)
1345{
1327 object *god = find_god(determine_god(op)); 1346 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1347 object *tmp, *force;
1329 1348
1330 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);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1350 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1351 {
1334 "There is no one in that direction to curse."); 1352 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1353 return 0;
1336 } 1354 }
1337 1355
1356 tmp = tmp->head_ ();
1357
1338 /* 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. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1359 for (force = tmp->inv; force; force = force->below)
1360 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1362 {
1341 if (force->name == spell_ob->name) { 1363 if (force->name == spell_ob->name)
1364 {
1342 break; 1365 break;
1343 } 1366 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1367 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1368 {
1346 "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);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1370 return 0;
1349 } 1371 }
1350 } 1372 }
1351 } 1373 }
1352 1374
1353 if(force==NULL) { 1375 if (!force)
1376 {
1354 force=get_archetype(FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1356 if (spell_ob->race) 1380 if (spell_ob->race)
1357 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1358 else 1382 else
1359 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1360 1384
1361 force->name_pl = spell_ob->name; 1385 force->name_pl = spell_ob->name;
1362 1386
1363 } else { 1387 }
1388 else
1389 {
1364 int duration; 1390 int duration;
1365 1391
1366 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;
1367 if (duration > force->duration) { 1393 if (duration > force->duration)
1394 {
1368 force->duration = duration; 1395 force->duration = duration;
1369 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.");
1397 }
1370 } else { 1398 else
1371 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.");
1372 } 1400
1373 return 1; 1401 return 1;
1374 } 1402 }
1403
1375 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;
1376 force->speed = 1.0; 1405 force->speed = 1.f;
1377 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1379 1408
1380 if(god) { 1409 if (god)
1410 {
1381 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1412 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1413 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1414 force->path_denied = god->path_denied;
1385 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);
1386 "You are a victim of %s's curse!", &god->name); 1416 }
1387 } else 1417 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1419
1390 1420
1391 if(tmp!=op && op->type==PLAYER) 1421 if (tmp != op && op->type == PLAYER)
1392 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);
1393 1423
1394 force->stats.ac = spell_ob->stats.ac; 1424 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1425 force->stats.wc = spell_ob->stats.wc;
1396 1426
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1427 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1428 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1429 tmp->update_stats ();
1400 return 1; 1430 return 1;
1401 1431
1402} 1432}
1403
1404 1433
1405/********************************************************************** 1434/**********************************************************************
1406 * mood change 1435 * mood change
1407 * 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
1408 * effects monsters, it seems best to put it into this file 1437 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1438 ***********************************************************************/
1410 1439
1411/* This covers the various spells that change the moods of monsters - 1440/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1441 * makes them angry, peacful, friendly, etc.
1413 */ 1442 */
1443int
1414int mood_change(object *op, object *caster, object *spell) { 1444mood_change (object *op, object *caster, object *spell)
1445{
1415 object *tmp, *god, *head; 1446 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1447 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1448 sint16 x, y, nx, ny;
1418 mapstruct *m; 1449 maptile *m;
1419 const char *race; 1450 const char *race;
1420 1451
1421 /* 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
1422 * doing it over and over again. 1453 * doing it over and over again.
1423 */ 1454 */
1424 god=find_god(determine_god(op)); 1455 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1456 level = casting_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1458
1428 /* 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_...
1429 * 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
1430 * won't ever match anything. 1461 * won't ever match anything.
1431 */ 1462 */
1432 if (!spell->race) race=NULL; 1463 if (!spell->race)
1464 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1465 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1466 race = god->slaying;
1434 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
1435 else race = spell->race; 1470 race = spell->race;
1436
1437 1471
1438 for (x = op->x - range; x <= op->x + range; x++) 1472 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1473 for (y = op->y - range; y <= op->y + range; y++)
1440 1474 {
1441 done_one=0; 1475 done_one = 0;
1442 m = op->map; 1476 m = op->map;
1443 nx = x; 1477 nx = x;
1444 ny = y; 1478 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1480 if (mflags & P_OUT_OF_MAP)
1481 continue;
1447 1482
1448 /* 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 */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1484 if (!(mflags & P_IS_ALIVE))
1485 continue;
1450 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
1451 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)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1493 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1494 break;
1453 1495
1454 /* There can be living objects that are not monsters */ 1496 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1497 if (!tmp || tmp->type == PLAYER)
1498 continue;
1456 1499
1457 /* Only the head has meaningful data, so resolve to that */ 1500 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1501 if (tmp->head)
1502 head = tmp->head;
1503 else
1459 else head=tmp; 1504 head = tmp;
1460 1505
1461 /* 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 */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1507 if (race && head->race && !strstr (race, head->race))
1508 continue;
1509
1463 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;
1464 1512
1465 /* Now do a bunch of stuff related to saving throws */ 1513 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1514 best_at = -1;
1467 if (spell->attacktype) { 1515 if (spell->attacktype)
1516 {
1468 for (at=0; at < NROFATTACKS; at++) 1517 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1518 if (spell->attacktype & (1 << at))
1470 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;
1471 1521
1472 if (best_at == -1) at=0; 1522 if (best_at == -1)
1523 at = 0;
1524 else
1525 {
1526 if (head->resist[best_at] == 100)
1527 continue;
1473 else { 1528 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1529 at = head->resist[best_at] / 5;
1476 } 1530 }
1477 at -= level / 5; 1531 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1532 if (did_make_save (head, head->level, at))
1533 continue;
1479 } 1534 }
1480 else /* spell->attacktype */ 1535 else /* spell->attacktype */
1536 {
1481 /* 1537 /*
1482 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:
1483 * if spell level < monster level, no go 1539 * if spell level < monster level, no go
1484 * 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 ) )
1485 1541
1486 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.
1487 1543
1488 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
1489 charm a level 125 monster... 1545 charm a level 125 monster...
1490 1546
1491 Ryo, august 14th 1547 Ryo, august 14th
1492 */ 1548 */
1493 {
1494 if ( head->level > level ) continue; 1549 if (head->level > level)
1550 continue;
1551
1495 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))))
1496 /* Failed, no effect */ 1553 /* Failed, no effect */
1497 continue; 1554 continue;
1498 } 1555 }
1499 1556
1500 /* Done with saving throw. Now start effecting the monster */ 1557 /* Done with saving throw. Now start affecting the monster */
1501 1558
1502 /* aggravation */ 1559 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1561 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1563 remove_friendly_object (head);
1507
1508 done_one = 1; 1564 done_one = 1;
1509 head->enemy = op; 1565 head->enemy = op;
1510 } 1566 }
1511 1567
1512 /* calm monsters */ 1568 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1570 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1571 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1572 head->enemy = NULL;
1516 done_one = 1; 1573 done_one = 1;
1517 } 1574 }
1518 1575
1519 /* berserk monsters */ 1576 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1578 {
1521 SET_FLAG(head, FLAG_BERSERK); 1579 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1580 done_one = 1;
1523 } 1581 }
1582
1524 /* charm */ 1583 /* charm */
1525 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))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1528 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.
1529 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. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1592 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1594 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1595 head->attack_movement = PETMOVE;
1535 done_one = 1; 1596 done_one = 1;
1536 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);
1537 head->stats.exp = 0; 1598 head->stats.exp = 0;
1538 } 1599 }
1539 1600
1540 /* If a monster was effected, put an effect in */ 1601 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1602 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1604 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1605
1549 return 1; 1606 return 1;
1550} 1607}
1551 1608
1552 1609
1553/* 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
1554 * 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
1555 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1613 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1558 */ 1615 */
1559 1616void
1560void move_ball_spell(object *op) { 1617move_ball_spell (object *op)
1618{
1561 int i,j,dam_save,dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1563 object *owner; 1621 object *owner;
1564 mapstruct *m; 1622 maptile *m;
1565 1623
1566 owner = get_owner(op); 1624 owner = op->owner;
1567 1625
1568 /* 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,
1569 * 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
1570 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1571 * 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
1572 * deviations. 1630 * deviations.
1573 */ 1631 */
1574 1632
1575 dir = 0; 1633 dir = 0;
1576 if(!(rndm(0, 3))) 1634 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1635 j = rndm (0, 1);
1578 else j=0; 1636 else
1637 j = 0;
1579 1638
1580 for(i = 1; i < 9; i++) { 1639 for (i = 1; i < 9; i++)
1640 {
1581 /* i bit 0: alters sign of offset 1641 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1642 * other bits (i / 2): absolute value of offset
1583 */ 1643 */
1584 1644
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1646 int tmpdir = absdir (op->direction + offset);
1587 1647
1588 nx = op->x + freearr_x[tmpdir]; 1648 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1649 ny = op->y + freearr_y[tmpdir];
1590 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))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1651 {
1592 dir = tmpdir; 1652 dir = tmpdir;
1593 break; 1653 break;
1594 } 1654 }
1595 } 1655 }
1596 if (dir == 0) { 1656 if (dir == 0)
1657 {
1597 nx = op->x; 1658 nx = op->x;
1598 ny = op->y; 1659 ny = op->y;
1599 m = op->map; 1660 m = op->map;
1600 } 1661 }
1601 1662
1602 remove_ob(op); 1663 m->insert (op, nx, ny, op);
1603 op->y=ny; 1664
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 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
1608 surrounding squares */ 1666 surrounding squares */
1609 1667
1610 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1670 * the surround spaces.
1613 */ 1671 */
1614 for(j=0;j<9;j++) { 1672 for (j = 0; j < 9; j++)
1615 object *new_ob; 1673 {
1616
1617 hx = nx+freearr_x[j]; 1674 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1675 hy = ny + freearr_y[j];
1619 1676
1620 m = op->map; 1677 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1679
1623 if (mflags & P_OUT_OF_MAP) continue; 1680 if (mflags & P_OUT_OF_MAP)
1681 continue;
1624 1682
1625 /* 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
1626 * of the map either. 1684 * of the map either.
1627 */ 1685 */
1628 1686
1629 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)))
1688 {
1689 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1690 op->stats.dam = dam_save / 2;
1691
1631 hit_map(op,j,op->attacktype,1); 1692 hit_map (op, j, op->attacktype, 1);
1632
1633 } 1693 }
1634 1694
1635 /* insert the other arch */ 1695 /* insert the other arch */
1636 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))))
1637 new_ob = arch_to_object(op->other_arch); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1698 }
1643 1699
1644 /* restore to the center location and damage*/ 1700 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1646 1702
1647 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);
1648 1704
1649 if(i>=0) { /* we have a preferred direction! */ 1705 if (i >= 0)
1706 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1651 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 ||
1652 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)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1711
1655 op->direction=i; 1712 op->direction = i;
1656 } 1713 }
1657} 1714}
1658 1715
1659
1660/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1661 * 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
1662 * 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
1663 * 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
1664 * 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
1665 * 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.
1666 */ 1722 */
1667 1723void
1668void move_swarm_spell(object *op) 1724move_swarm_spell (object *op)
1669{ 1725{
1670#if 0 1726#if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1672 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1673 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir; 1730 int adjustdir;
1675 mapstruct *m; 1731 maptile *m;
1676#endif 1732#endif
1677 int basedir; 1733 object *owner = op->env;
1678 object *owner;
1679 1734
1680 owner = get_owner(op); 1735 if (!owner) // MUST not happen, remove when true TODO
1681 if(op->duration == 0 || owner == NULL) { 1736 {
1682 remove_ob(op); 1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1683 free_object(op); 1738 op->destroy ();
1684 return; 1739 return;
1740 }
1741
1742 if (!op->duration || !owner->is_on_map ())
1685 } 1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1686 op->duration--; 1748 op->duration--;
1687 1749
1688 basedir = op->direction; 1750 int basedir = op->direction;
1689 if(basedir == 0) { 1751 if (!basedir)
1752 {
1690 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1692 } 1756 }
1693 1757
1694#if 0 1758#if 0
1695 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1761 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space. 1762 // space.
1699 // should be fixed later, but correctness before featurs... 1763 // should be fixed later, but correctness before features...
1700 // (schmorp) 1764 // (schmorp)
1701 1765
1702 /* new offset calculation to make swarm element distribution 1766 /* new offset calculation to make swarm element distribution
1703 * more uniform 1767 * more uniform
1704 */ 1768 */
1705 if(op->duration) { 1769 if (op->duration)
1770 {
1706 if(basedir & 1) { 1771 if (basedir & 1)
1772 {
1707 adjustdir = cardinal_adjust[rndm(0, 8)]; 1773 adjustdir = cardinal_adjust[rndm (0, 8)];
1774 }
1708 } else { 1775 else
1776 {
1709 adjustdir = diagonal_adjust[rndm(0, 9)]; 1777 adjustdir = diagonal_adjust[rndm (0, 9)];
1710 } 1778 }
1711 } else { 1779 }
1780 else
1781 {
1712 adjustdir = 0; /* fire the last one from forward. */ 1782 adjustdir = 0; /* fire the last one from forward. */
1713 } 1783 }
1714 1784
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; 1785 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; 1786 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1717 1787
1718 /* back up one space so we can hit point-blank targets, but this 1788 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below 1789 * necessitates extra out_of_map check below
1720 */ 1790 */
1721 origin_x = target_x - freearr_x[basedir]; 1791 origin_x = target_x - freearr_x[basedir];
1722 origin_y = target_y - freearr_y[basedir]; 1792 origin_y = target_y - freearr_y[basedir];
1723 1793
1724 1794
1725 /* 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
1726 * should just be a pointer to the spell in some inventory, 1796 * should just be a pointer to the spell in some inventory,
1727 * 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,
1728 * do some sanity checking anyways. 1798 * do some sanity checking anyways.
1729 */ 1799 */
1730 1800
1731 if (op->spell && op->spell->type == SPELL && 1801 if (op->spell && op->spell->type == SPELL &&
1732 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && 1802 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1733 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) { 1803 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1804 {
1734 1805
1735 /* Bullet spells have a bunch more customization that needs to be done */ 1806 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET) 1807 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell); 1808 fire_bullet (owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1809 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); 1810 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 } 1811 }
1741#endif 1812#endif
1742 1813
1743 /* spell pointer is set up for the spell this casts. Since this 1814 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory, 1815 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However, 1816 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways. 1817 * do some sanity checking anyways.
1747 */ 1818 */
1748 1819
1749 if (op->spell && op->spell->type == SPELL) 1820 if (op->spell && op->spell->type == SPELL)
1750 { 1821 {
1751 /* 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 */
1752 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 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);
1756 } 1827 }
1757} 1828}
1758
1759
1760
1761 1829
1762/* fire_swarm: 1830/* fire_swarm:
1763 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1764 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1765 * the parts of the swarm. 1833 * the parts of the swarm.
1768 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1769 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1771 * n: the number to be fired. 1839 * n: the number to be fired.
1772 */ 1840 */
1773 1841int
1774int fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1775{ 1843{
1776 object *tmp;
1777 int i;
1778
1779 if (!spell->other_arch) return 0; 1844 if (!spell->other_arch)
1845 return 0;
1780 1846
1781 tmp=get_archetype(SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1782 tmp->x=op->x; 1848
1783 tmp->y=op->y;
1784 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1785 set_spell_skill(op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1786
1787 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. */
1788 tmp->spell = arch_to_object(spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1789
1790 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1791 1853
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1793 if ( ! tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1794 return 1; 1856 return 1;
1795 } 1857
1796 tmp->duration = SP_level_duration_adjust(caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1797 for (i=0; i< spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1799 1861
1800 tmp->direction=dir;
1801 tmp->invisible=1; 1862 tmp->invisible = 1;
1802 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
1803 return 1; 1870 return 1;
1804} 1871}
1805
1806 1872
1807/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1808 * function. 1874 * function.
1809 */ 1875 */
1876int
1810int cast_light(object *op,object *caster,object *spell, int dir) { 1877cast_light (object *op, object *caster, object *spell, int dir)
1878{
1811 object *target=NULL,*tmp=NULL; 1879 object *target = NULL, *tmp = NULL;
1812 sint16 x,y; 1880 sint16 x, y;
1813 int dam, mflags; 1881 int dam, mflags;
1814 mapstruct *m; 1882 maptile *m;
1815 1883
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1885
1818 if(!dir) { 1886 if (!dir)
1887 {
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1820 return 0; 1889 return 0;
1821 } 1890 }
1822 1891
1823 x=op->x+freearr_x[dir]; 1892 x = op->x + freearr_x[dir];
1824 y=op->y+freearr_y[dir]; 1893 y = op->y + freearr_y[dir];
1825 m = op->map; 1894 m = op->map;
1826 1895
1827 mflags = get_map_flags(m, &m, x, y, &x, &y); 1896 mflags = get_map_flags (m, &m, x, y, &x, &y);
1828 1897
1829 if (mflags & P_OUT_OF_MAP) { 1898 if (mflags & P_OUT_OF_MAP)
1899 {
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1831 return 0; 1901 return 0;
1832 } 1902 }
1833 1903
1834 if (mflags & P_IS_ALIVE && spell->attacktype) { 1904 if (mflags & P_IS_ALIVE && spell->attacktype)
1905 {
1835 for(target=get_map_ob(m,x,y);target;target=target->above) 1906 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1908 {
1837 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1910 if (target->head)
1838 if(target->head) target = target->head; 1911 target = target->head;
1912
1839 (void) hit_player(target,dam,op,spell->attacktype,1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1840 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1841 } 1915 }
1842 } 1916 }
1843 1917
1844 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
1845 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 {
1846 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.");
1847 return 0; 1922 return 0;
1848 } 1923 }
1849 1924
1850 /* 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 */
1851 tmp=arch_to_object(spell->other_arch); 1926 tmp = arch_to_object (spell->other_arch);
1852 if(!tmp) { 1927 if (!tmp)
1928 {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1854 return 0; 1930 return 0;
1855 } 1931 }
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1857 if (tmp->glow_radius) { 1933 if (tmp->glow_radius)
1934 {
1858 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1859 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;
1860 } 1938 }
1861 tmp->x=x; 1939
1862 tmp->y=y; 1940 m->insert (tmp, x, y, op);
1863 insert_ob_in_map(tmp,m,op,0);
1864 return 1; 1941 return 1;
1865} 1942}
1866
1867
1868
1869 1943
1870/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
1871 * player and infects someone. 1945 * player and infects someone.
1872 * 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
1873 * 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
1874 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
1875 */ 1949 */
1876 1950int
1877int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
1952{
1878 sint16 x,y; 1953 sint16 x, y;
1879 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk; 1955 object *walk;
1881 mapstruct *m; 1956 maptile *m;
1882 1957
1883 x = op->x; 1958 x = op->x;
1884 y = op->y; 1959 y = op->y;
1885 1960
1886 /* 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
1887 * direction the player is pointing. 1962 * direction the player is pointing.
1888 */ 1963 */
1964 if (!dir)
1889 if (!dir) dir=op->facing; 1965 dir = op->facing;
1966
1967 if (!dir)
1890 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 */
1891 1969
1892 /* Calculate these once here */ 1970 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell); 1972 dam_mod = SP_level_dam_adjust (caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell); 1973 dur_mod = SP_level_duration_adjust (caster, spell);
1896 1974
1897 /* search in a line for a victim */ 1975 /* search in a line for a victim */
1898 for(i=1; i<range; i++) { 1976 for (i = 1; i < range; i++)
1977 {
1899 x = op->x + i * freearr_x[dir]; 1978 x = op->x + i * freearr_x[dir];
1900 y = op->y + i * freearr_y[dir]; 1979 y = op->y + i * freearr_y[dir];
1901 m = op->map; 1980 m = op->map;
1902 1981
1903 mflags = get_map_flags(m, &m, x, y, &x, &y); 1982 mflags = get_map_flags (m, &m, x, y, &x, &y);
1904 1983
1905 if (mflags & P_OUT_OF_MAP) return 0; 1984 if (mflags & P_OUT_OF_MAP)
1985 return 0;
1906 1986
1907 /* don't go through walls - presume diseases are airborne */ 1987 /* don't go through walls - presume diseases are airborne */
1908 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;
1909 1990
1910 /* 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 */
1911 if (mflags & P_IS_ALIVE) { 1992 if (mflags & P_IS_ALIVE)
1993 {
1912 /* search this square for a victim */ 1994 /* search this square for a victim */
1913 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)
1914 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 */
1915 object *disease = arch_to_object(spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
1916 1999
1917 set_owner(disease,op); 2000 disease->set_owner (op);
1918 set_spell_skill(op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
1919 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell); 2003 disease->level = casting_level (caster, spell);
1921 2004
1922 /* do level adjustments */ 2005 /* do level adjustments */
1923 if(disease->stats.wc) 2006 if (disease->stats.wc)
1924 disease->stats.wc += dur_mod/2; 2007 disease->stats.wc += dur_mod / 2;
1925 2008
1926 if(disease->magic> 0) 2009 if (disease->magic > 0)
1927 disease->magic += dur_mod/4; 2010 disease->magic += dur_mod / 8;
1928 2011
1929 if(disease->stats.maxhp>0) 2012 if (disease->stats.maxhp > 0)
1930 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
1931 2014
1932 if(disease->stats.maxgrace>0) 2015 if (disease->stats.maxgrace > 0)
1933 disease->stats.maxgrace += dur_mod; 2016 disease->stats.maxgrace += dur_mod;
1934 2017
1935 if(disease->stats.dam) { 2018 if (disease->stats.dam)
1936 if(disease->stats.dam > 0)
1937 disease->stats.dam += dam_mod;
1938 else disease->stats.dam -= dam_mod;
1939 }
1940
1941 if(disease->last_sp) {
1942 disease->last_sp -= 2*dam_mod;
1943 if(disease->last_sp <1) disease->last_sp = 1;
1944 }
1945
1946 if(disease->stats.maxsp) {
1947 if(disease->stats.maxsp > 0)
1948 disease->stats.maxsp += dam_mod;
1949 else disease->stats.maxsp -= dam_mod;
1950 }
1951 2019 {
1952 if(disease->stats.ac) 2020 if (disease->stats.dam > 0)
1953 disease->stats.ac += dam_mod; 2021 disease->stats.dam += dam_mod;
1954 2022 else
1955 if(disease->last_eat)
1956 disease->last_eat -= dam_mod;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod; 2023 disease->stats.dam -= dam_mod;
1960
1961 if(disease->stats.sp)
1962 disease->stats.sp -= dam_mod;
1963
1964 if(infect_object(walk,disease,1)) {
1965 object *flash; /* visual effect for inflicting disease */
1966
1967 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1968
1969 free_object(disease); /* don't need this one anymore */
1970 flash=get_archetype(ARCH_DETECT_MAGIC);
1971 flash->x = x;
1972 flash->y = y;
1973 flash->map = walk->map;
1974 insert_ob_in_map(flash,walk->map,op,0);
1975 return 1;
1976 } 2024 }
1977 free_object(disease); 2025
2026 if (disease->last_sp)
2027 {
2028 disease->last_sp -= 2 * dam_mod;
2029 if (disease->last_sp < 1)
2030 disease->last_sp = 1;
1978 } 2031 }
2032
2033 if (disease->stats.maxsp)
2034 {
2035 if (disease->stats.maxsp > 0)
2036 disease->stats.maxsp += dam_mod;
2037 else
2038 disease->stats.maxsp -= dam_mod;
2039 }
2040
2041 if (disease->stats.ac)
2042 disease->stats.ac += dam_mod;
2043
2044 if (disease->last_eat)
2045 disease->last_eat -= dam_mod;
2046
2047 if (disease->stats.hp)
2048 disease->stats.hp -= dam_mod;
2049
2050 if (disease->stats.sp)
2051 disease->stats.sp -= dam_mod;
2052
2053 if (infect_object (walk, disease, 1))
2054 {
2055 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2056
2057 disease->destroy (); /* don't need this one anymore */
2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2059 return 1;
2060 }
2061
2062 disease->destroy ();
2063 }
1979 } /* if living creature */ 2064 } /* if living creature */
1980 } /* for range of spaces */ 2065 } /* for range of spaces */
2066
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1982 return 1; 2068 return 1;
1983} 2069}

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