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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 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 1.7 2006/09/03 00:18:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
43{
51 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 45 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 47
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 48 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 50 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 51 return;
58 }else{ 52 }
53 else
54 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 55 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);*/ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 57 }
62 58
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 60 {
65 int num_sections = 1; 61 int num_sections = 1;
66 62
67 /* don't move DM */ 63 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 65 return;
70 66
71 /* don't move parts of objects */ 67 /* don't move parts of objects */
72 if(tmp->head) continue; 68 if (tmp->head)
69 continue;
73 70
74 /* don't move floors or immobile objects */ 71 /* 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; 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 76 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* 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 80 * 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. 81 * object, not just the head, so the total weight should be relevant.
83 */ 82 */
84 83
85 /* surface area? -tm */ 84 /* surface area? -tm */
86 85
87 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
89 88
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* move it. */
91 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
93 * also be safe for objects. 93 * also be safe for objects.
94 * This does return if successful or not, but 94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
96 * right now. 96 * right now.
97 */ 97 */
98 move_object(tmp, absdir(op->stats.sp)); 98 move_object (tmp, absdir (op->stats.sp));
99 } 99 }
100 100
101 } 101 }
102} 102}
103 103
105 * 105 *
106 * BOLT CODE 106 * BOLT CODE
107 * 107 *
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113 113void
114void forklightning(object *op, object *tmp) { 114forklightning (object *op, object *tmp)
115{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 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 */ 117 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 118 maptile *m;
118 sint16 sx,sy; 119 sint16 sx, sy;
119 object *new_bolt; 120 object *new_bolt;
120 121
121 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 124 * 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 125 * down to 0 for one going 90 degrees left off original path
125 */ 126 */
126 127
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 128 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 129 new_dir = -1;
129 130
130 /* check the new dir for a wall and in the map*/ 131 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
132 133
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 134 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; 135 return;
136 136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 138 return;
139 139
140 /* OK, we made a fork */ 140 /* OK, we made a fork */
141 new_bolt = get_object(); 141 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 142
144 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
150 new_bolt->duration++; 149 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 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 */
164 161
162void
165void move_bolt(object *op) { 163move_bolt (object *op)
166 object *tmp; 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 mapstruct *m; 167 maptile *m;
170 168
171 if(--(op->duration)<0) { 169 if (--op->duration < 0)
172 remove_ob(op); 170 {
173 free_object(op); 171 op->destroy ();
172 return;
173 }
174
175 hit_map (op, 0, op->attacktype, 1);
176
177 if (!op->direction)
178 return;
179
180 if (--op->range < 0)
181 op->range = 0;
182 else
183 {
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)
174 return; 190 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 191
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 192 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 193 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 195 * will be useful.
195 */ 196 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 197 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))) { 198 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 200 return;
201 201
202 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 208 * to the southwest.
209 */ 209 */
210 if(op->direction&1) 210 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 211 op->direction = absdir (op->direction + 4);
212 else { 212 else
213 {
213 int left, right; 214 int left, right;
214 int mflags; 215 int mflags;
215 216
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 218 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 219 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 220 * op->direction-1 or op->direction+1 does not exist.
220 */ 221 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 224
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 226
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 230
230 if(left==right) 231 if (left == right)
231 op->direction=absdir(op->direction+4); 232 op->direction = absdir (op->direction + 4);
232 else if(left) 233 else if (left)
233 op->direction=absdir(op->direction+2); 234 op->direction = absdir (op->direction + 2);
234 else if(right) 235 else if (right)
235 op->direction=absdir(op->direction-2); 236 op->direction = absdir (op->direction - 2);
236 } 237 }
238
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 240 return;
239 } 241 }
242 else
240 else { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 244 object *tmp = op->clone ();
242 copy_object(op,tmp); 245
246 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 247 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 */ 248 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 249 tmp->duration++;
248 250
249 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 252 * going off in other directions.
251 */ 253 */
252 254 if (rndm (0, 99) < tmp->stats.Dex)
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 255 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 256 forklightning (op, tmp);
255 } 257 }
258
256 /* In this way, the object left behind sticks on the space, but 259 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 260 * doesn't create any bolts that continue to move onward.
258 */ 261 */
259 op->range = 0; 262 op->range = 0;
260 } /* copy object and move it along */ 263 } /* copy object and move it along */
261 } /* if move bolt along */ 264 } /* if move bolt along */
262} 265}
263 266
264/* fire_bolt 267/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 268 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 269 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 270 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 271 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 272 * This function sets up the appropriate owner and skill
270 * pointers. 273 * pointers.
271 */ 274 */
272 275int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 276fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
277{
274 object *tmp=NULL; 278 object *tmp = NULL;
275 int mflags; 279 int mflags;
276 280
277 if (!spob->other_arch) 281 if (!spob->other_arch)
278 return 0; 282 return 0;
279 283
280 tmp=arch_to_object(spob->other_arch); 284 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 285 if (tmp == NULL)
282 return 0; 286 return 0;
283 287
284 /* peterm: level dependency for bolts */ 288 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 289 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 290 tmp->attacktype = spob->attacktype;
291 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 292 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
292 297
293 tmp->direction=dir; 298 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
296 301
297 set_owner(tmp,op); 302 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
299 304
300 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 307 tmp->map = op->map;
303 308
309 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 312 {
313 tmp->destroy ();
307 return 0; 314 return 0;
308 } 315 }
316
317 tmp->map = newmap;
318
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 322 {
323 tmp->destroy ();
312 return 0; 324 return 0;
313 } 325 }
326
314 tmp->x=op->x; 327 tmp->x = op->x;
315 tmp->y=op->y; 328 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 329 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 330 tmp->map = op->map;
318 } 331 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 334 move_bolt (tmp);
335
321 return 1; 336 return 1;
322} 337}
323
324
325 338
326/*************************************************************************** 339/***************************************************************************
327 * 340 *
328 * BULLET/BALL CODE 341 * BULLET/BALL CODE
329 * 342 *
330 ***************************************************************************/ 343 ***************************************************************************/
331 344
332/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 347 * At least that is what I think this does.
335 */ 348 */
349void
336void explosion(object *op) { 350explosion (object *op)
337 object *tmp; 351{
338 mapstruct *m=op->map; 352 maptile *m = op->map;
339 int i; 353 int i;
340 354
341 if(--(op->duration)<0) { 355 if (--op->duration < 0)
342 remove_ob(op); 356 {
343 free_object(op); 357 op->destroy ();
344 return; 358 return;
345 } 359 }
360
346 hit_map(op,0,op->attacktype,0); 361 hit_map (op, 0, op->attacktype, 0);
347 362
348 if(op->range>0) { 363 if (op->range > 0)
364 {
349 for(i=1;i<9;i++) { 365 for (i = 1; i < 9; i++)
366 {
350 sint16 dx,dy; 367 sint16 dx, dy;
351 368
352 dx=op->x+freearr_x[i]; 369 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
354 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 373 * out of map, etc.
356 */ 374 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 376 {
359 copy_object(op,tmp); 377 object *tmp = op->clone ();
378
360 tmp->state=0; 379 tmp->state = 0;
361 tmp->speed_left= -0.21; 380 tmp->speed_left = -0.21f;
362 tmp->range--; 381 tmp->range--;
363 tmp->value=0; 382 tmp->value = 0;
364 tmp->x=dx; 383
365 tmp->y=dy; 384 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 385 }
368 } 386 }
369 } 387 }
370} 388}
371
372 389
373/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
375 * explode. 392 * explode.
376 */ 393 */
394void
377void explode_bullet(object *op) 395explode_bullet (object *op)
378{ 396{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 397 object *tmp, *owner;
381 398
382 if (op->other_arch == NULL) { 399 if (op->other_arch == NULL)
400 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 402 op->destroy ();
385 free_object (op); 403 return;
404 }
405
406 if (op->env)
407 {
408 object *env = op->outer_env ();
409
410 if (!env->map || out_of_map (env->map, env->x, env->y))
411 {
412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
413 op->destroy ();
414 return;
415 }
416
417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
418 }
419 else if (out_of_map (op->map, op->x, op->y))
420 {
421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
422 op->destroy ();
423 return;
424 }
425
426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
427 // NOTE: If this breaks something important: remove this. I can't think of anything
428 // bad at the moment that might happen from this.
429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
430 {
431 op->destroy ();
432 return;
433 }
434
435 if (op->attacktype)
436 {
437 hit_map (op, 0, op->attacktype, 1);
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 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 526 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 528 {
513 free_object(op); 529 op->destroy ();
514 return; 530 return;
515 } 531 }
516 } 532 }
517 } 533 }
518 } 534 }
519} 535}
520
521 536
522/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 538 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
526 */ 541 */
527 542void
528void move_bullet(object *op) 543move_bullet (object *op)
529{ 544{
530 sint16 new_x, new_y; 545 sint16 new_x, new_y;
531 int mflags; 546 int mflags;
532 mapstruct *m; 547 maptile *m;
533 548
534#if 0 549#if 0
535 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
536 551
537 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 554 if (op->stats.sp == SP_METEOR)
555 {
540 replace_insert_ob_in_map("fire_trail",op); 556 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
542 return; 558 return;
543 } /* end addition. */ 559 } /* end addition. */
544#endif 560#endif
545 561
546 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 563 if (--op->range <= 0)
564 {
548 if (op->other_arch) { 565 if (op->other_arch)
549 explode_bullet (op); 566 explode_bullet (op);
550 } else { 567 else
551 remove_ob (op); 568 op->destroy ();
552 free_object (op); 569
553 }
554 return; 570 return;
555 } 571 }
556 572
557 new_x = op->x + DIRX(op); 573 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 574 new_y = op->y + DIRY (op);
559 m = op->map; 575 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
561 577
562 if (mflags & P_OUT_OF_MAP) { 578 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 579 {
564 free_object (op); 580 op->destroy ();
565 return; 581 return;
566 } 582 }
567 583
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
585 {
569 if (op->other_arch) { 586 if (op->other_arch)
570 explode_bullet (op); 587 explode_bullet (op);
571 } else { 588 else
572 remove_ob (op); 589 op->destroy ();
573 free_object (op); 590
574 }
575 return; 591 return;
576 } 592 }
577 593
578 remove_ob (op); 594 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; 595 return;
583 596
584 if (reflwall (op->map, op->x, op->y, op)) { 597 if (reflwall (op->map, op->x, op->y, op))
598 {
585 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 600 update_turn_face (op);
587 } else { 601 }
602 else
588 check_bullet (op); 603 check_bullet (op);
589 }
590} 604}
591
592
593
594 605
595/* fire_bullet 606/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 610 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
601 * pointers. 612 * pointers.
602 */ 613 */
603 614int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 615fire_bullet (object *op, object *caster, int dir, object *spob)
616{
605 object *tmp=NULL; 617 object *tmp = NULL;
606 int mflags; 618 int mflags;
607 619
608 if (!spob->other_arch) 620 if (!spob->other_arch)
609 return 0; 621 return 0;
610 622
611 tmp=arch_to_object(spob->other_arch); 623 tmp = spob->other_arch->instance ();
612 if(tmp==NULL) 624 if (!tmp)
613 return 0; 625 return 0;
614 626
615 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
630 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
619 632
620 tmp->range = 50; 633 tmp->range = 50;
621 634
622 /* Need to store duration/range for the ball to use */ 635 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 638 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 639
627 tmp->direction=dir; 640 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 642 SET_ANIMATION (tmp, dir);
630 643
631 set_owner(tmp,op); 644 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
633 646
634 tmp->x=op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 649 tmp->map = op->map;
637 650
651 maptile *newmap;
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 653 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 654 {
655 tmp->destroy ();
641 return 0; 656 return 0;
642 } 657 }
658
659 tmp->map = newmap;
660
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
662 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 664 {
665 tmp->destroy ();
646 return 0; 666 return 0;
647 } 667 }
668
648 tmp->x=op->x; 669 tmp->x = op->x;
649 tmp->y=op->y; 670 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 671 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 672 tmp->map = op->map;
652 } 673 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 674
675 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 676 check_bullet (tmp);
655 } 677
656 return 1; 678 return 1;
657} 679}
658
659
660
661 680
662/***************************************************************************** 681/*****************************************************************************
663 * 682 *
664 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
665 * 684 *
666 *****************************************************************************/ 685 *****************************************************************************/
667 686
668
669/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
688void
670void cone_drop(object *op) { 689cone_drop (object *op)
690{
671 object *new_ob = arch_to_object(op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
672 692
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 693 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 694 new_ob->set_owner (op->owner);
677 695
678 /* preserve skill ownership */ 696 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 697 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
681 } 699
682 insert_ob_in_map(new_ob,op->map,op,0); 700 new_ob->insert_at (op, op);
683
684} 701}
685 702
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 704
705void
688void move_cone(object *op) { 706move_cone (object *op)
707{
689 int i; 708 int i;
690 tag_t tag;
691 709
692 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 711 if (!op->map)
712 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 713 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; 714 op->set_speed (0);
697 update_ob_speed (op);
698 return; 715 return;
699 } 716 }
700 717
701 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
720 {
703 hit_map(op,0,op->attacktype,0); 721 hit_map (op, 0, op->attacktype, 0);
704 return; 722 return;
705 } 723 }
706 724
707#if 0 725#if 0
708 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 727 * when their cone dies when they die.
710 */ 728 */
711 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 730 if (op->owner == NULL)
713 remove_ob(op); 731 {
714 free_object(op); 732 op->destroy ();
715 return; 733 return;
716 } 734 }
717#endif 735#endif
718 736
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 737 hit_map (op, 0, op->attacktype, 0);
721 738
722 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
724 * degree. 741 * degree.
725 */ 742 */
743 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 744 check_spell_knockback (op);
727 745
728 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
747 return;
748
749 if ((op->duration--) < 0)
750 {
751 op->destroy ();
729 return; 752 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 753 }
736 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 755 * any further. When the duration above expires,
738 * then the object will get removed. 756 * then the object will get removed.
739 */ 757 */
740 if (--op->range < 0) { 758 if (--op->range < 0)
759 {
741 op->range=0; /* just so it doesn't wrap */ 760 op->range = 0; /* just so it doesn't wrap */
742 return; 761 return;
743 } 762 }
744 763
745 for(i= -1;i<2;i++) { 764 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 765 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 767
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 769 {
751 copy_object(op, tmp); 770 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 771
755 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
756 773
757 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 776
777 op->map->insert (tmp, x, y, op);
778
760 if (tmp->other_arch) cone_drop(tmp); 779 if (tmp->other_arch)
780 cone_drop (tmp);
761 } 781 }
762 } 782 }
763} 783}
764 784
765/* cast_cone: casts a cone spell. 785/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 788 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 789 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 790 * to fire.
771 * returns 0 on failure, 1 on success. 791 * returns 0 on failure, 1 on success.
772 */ 792 */
793int
773int cast_cone(object *op, object *caster,int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
774{ 795{
775 object *tmp; 796 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 797 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 798 maptile *m;
778 sint16 sx, sy; 799 sint16 sx, sy;
779 MoveType movetype; 800 MoveType movetype;
780 801
781 if (!spell->other_arch) return 0; 802 if (!spell->other_arch)
803 return 0;
782 804
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 805 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 806 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 807 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 808 return 0;
788 } 809 }
789 810
790 if(!dir) { 811 if (!dir)
812 {
791 range_min= 0; 813 range_min = 0;
792 range_max=8; 814 range_max = 8;
793 } 815 }
794 816
795 /* Need to know what the movetype of the object we are about 817 /* 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 818 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 819 * insert it into is blocked.
798 */ 820 */
799 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
800 822
801 for(i=range_min;i<=range_max;i++) { 823 for (i = range_min; i <= range_max; i++)
824 {
802 sint16 x,y, d; 825 sint16 x, y, d;
803 826
804 /* We can't use absdir here, because it never returns 827 /* 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 828 * 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 829 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 830 * to hit that person.
808 */ 831 */
809 d = dir + i; 832 d = dir + i;
810 while (d < 0) d+=8; 833 while (d < 0)
834 d += 8;
811 while (d > 8) d-=8; 835 while (d > 8)
836 d -= 8;
812 837
813 /* If it's not a rune, we don't want to blast the caster. 838 /* 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, 839 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 840 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 841 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 842 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 843 * for the rune code.
819 */ 844 */
820 if (caster->type != RUNE && d==0) { 845 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 846 {
824 847 if (dir != 0)
825 x = op->x+freearr_x[d]; 848 d = 8;
826 y = op->y+freearr_y[d]; 849 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 850 continue;
851 }
830 852
853 x = op->x + freearr_x[d];
854 y = op->y + freearr_y[d];
855
856 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
857 continue;
858
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 860 continue;
833 861
834 success=1; 862 success = 1;
835 tmp=arch_to_object(spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 864 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 867 tmp->attacktype = spell->attacktype;
842 868
843 /* holy word stuff */ 869 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 871 if (!tailor_god_spell (tmp, op))
846 } 872 return 0;
847 873
848 if(dir) 874 if (dir)
849 tmp->stats.sp=dir; 875 tmp->stats.sp = dir;
850 else 876 else
851 tmp->stats.sp=i; 877 tmp->stats.sp = i;
852 878
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 879 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 880
855 /* If casting it in all directions, it doesn't go as far */ 881 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 882 if (dir == 0)
883 {
857 tmp->range /= 4; 884 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 885 if (tmp->range < 2 && spell->range >= 2)
886 tmp->range = 2;
859 } 887 }
888
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 889 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 890 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 891
863 /* Special bonus for fear attacks */ 892 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 893 if (tmp->attacktype & AT_FEAR)
894 {
895 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 896 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 897 else
867 tmp->duration += caster->level/3; 898 tmp->duration += caster->level / 3;
868 } 899 }
900
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 901 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
902 {
903 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 904 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 905 else
872 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
873 } 907 }
874 908
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 &spell->other_arch->name);
879 911
880 if (!tmp->move_on && tmp->stats.dam) { 912 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 913 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);
886 914
915 m->insert (tmp, sx, sy, op);
916
887 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 918 * a single space too many times.
889 */ 919 */
890 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
891 921
892 if(tmp->other_arch) cone_drop(tmp); 922 if (tmp->other_arch)
923 cone_drop (tmp);
893 } 924 }
925
894 return success; 926 return success;
895} 927}
896 928
897/**************************************************************************** 929/****************************************************************************
898 * 930 *
899 * BOMB related code 931 * BOMB related code
900 * 932 *
901 ****************************************************************************/ 933 ****************************************************************************/
902 934
903
904/* This handles an exploding bomb. 935/* This handles an exploding bomb.
905 * op is the original bomb object. 936 * op is the original bomb object.
906 */ 937 */
938void
907void animate_bomb(object *op) { 939animate_bomb (object *op)
908 int i; 940{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
942 return;
943
944 object *env = op->outer_env ();
945
946 if (op->env)
947 {
948 if (env->map == NULL)
913 return; 949 return;
914 950
915 951 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; 952 return;
940 } 953 }
941 954
955 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
956 // on a safe map. I don't like this special casing, but it seems to be neccessary
957 // as bombs can be carried.
958 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
959 {
960 op->destroy ();
961 return;
962 }
963
942 /* This copies a lot of the code from the fire bullet, 964 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 966 * so just set up the appropriate values.
945 */ 967 */
946 at = find_archetype(SPLINT); 968 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 969 {
948 for(i=1;i<9;i++) { 970 for (int i = 1; i < 9; i++)
971 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 973 continue;
974
951 tmp = arch_to_object(at); 975 object *tmp = arch_to_object (at);
952 tmp->direction = i; 976 tmp->direction = i;
953 tmp->range = op->range; 977 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 979 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 981 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 982 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 983 tmp->skill = op->skill;
960 } 984
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 985 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 986 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 987
964 tmp->y = op->y + freearr_x[i]; 988 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); 989 move_bullet (tmp);
967 } 990 }
968 } 991 }
969 992
970 explode_bullet(op); 993 explode_bullet (op);
971} 994}
972 995
996int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 997create_bomb (object *op, object *caster, int dir, object *spell)
974 998{
975 object *tmp; 999 object *tmp;
976 int mflags; 1000 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1002 maptile *m;
979 1003
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1004 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)) { 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1006 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1008 return 0;
984 } 1009 }
1010
985 tmp=arch_to_object(spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
986 1012
987 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1016 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1017 tmp->attacktype = spell->attacktype;
992 1018
993 set_owner(tmp,op); 1019 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1020 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1021
996 tmp->y=dy; 1022 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1023 return 1;
999} 1024}
1000 1025
1001/**************************************************************************** 1026/****************************************************************************
1002 * 1027 *
1003 * smite related spell code. 1028 * smite related spell code.
1011 * dir is the direction to look in. 1036 * dir is the direction to look in.
1012 * range is how far out to look. 1037 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
1015 */ 1040 */
1016 1041object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1042get_pointed_target (object *op, int dir, int range, int type)
1043{
1018 object *target; 1044 object *target;
1019 sint16 x,y; 1045 sint16 x, y;
1020 int dist, mflags; 1046 int dist, mflags;
1021 mapstruct *mp; 1047 maptile *mp;
1022 1048
1023 if (dir==0) return NULL; 1049 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; 1050 return NULL;
1045}
1046 1051
1052 for (dist = 1; dist < range; dist++)
1053 {
1054 x = op->x + freearr_x[dir] * dist;
1055 y = op->y + freearr_y[dir] * dist;
1056 mp = op->map;
1057 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1058
1059 if (mflags & P_OUT_OF_MAP)
1060 return NULL;
1061 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1062 return NULL;
1063 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1064 return NULL;
1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1066 return NULL;
1067
1068 if (mflags & P_IS_ALIVE)
1069 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1070 if (QUERY_FLAG (target, FLAG_MONSTER))
1071 return target;
1072 }
1073
1074 return NULL;
1075}
1047 1076
1048/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1050 * usual params - 1079 * usual params -
1051 * op = player 1080 * op = player
1052 * caster = object casting the spell. 1081 * caster = object casting the spell.
1053 * dir = direction being cast 1082 * dir = direction being cast
1054 * spell = spell object 1083 * spell = spell object
1055 */ 1084 */
1056 1085int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1087{
1058 object *effect, *target; 1088 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1089 object *god = find_god (determine_god (op));
1060 int range; 1090 int range;
1061 1091
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1092 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1093 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1094
1065 /* Bunch of conditions for casting this spell. Note that only 1095 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1096 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1097 * 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 1098 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1099 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1100 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1101 * can't be friendly to your god.
1072 */ 1102 */
1073 1103
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1104 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1105 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1106 || (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))) { 1107 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1108 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1109 return 0;
1080 } 1110 }
1081 1111
1082 if (spell->other_arch) 1112 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1113 effect = arch_to_object (spell->other_arch);
1084 else 1114 else
1085 return 0; 1115 return 0;
1086 1116
1087 /* tailor the effect by priest level and worshipped God */ 1117 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1118 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1119 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1120 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1121 {
1091 if(tailor_god_spell(effect,op)) 1122 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1123 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 { 1124 else
1125 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1126 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1127 return 0;
1097 } 1128 }
1098 } 1129 }
1099 1130
1100 /* size of the area of destruction */ 1131 /* size of the area of destruction */
1101 effect->range=spell->range + 1132 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1133 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1134
1106 if (effect->attacktype & AT_DEATH) { 1135 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1136 {
1108 SP_level_dam_adjust(caster,spell); 1137 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1138
1110 /* casting death spells at undead isn't a good thing */ 1139 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1140 if (QUERY_FLAG (target, FLAG_UNDEAD))
1141 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1142 if (random_roll (0, 2, op, PREFER_LOW))
1143 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1144 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1145 effect->x = op->x;
1115 effect->y=op->y; 1146 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 } 1147 }
1148 else
1149 {
1150 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1151 target->stats.hp = target->stats.maxhp * 2;
1152 effect->destroy ();
1153 return 0;
1123 } 1154 }
1124 } else { 1155 }
1156 }
1157 else
1158 {
1125 /* how much woe to inflict :) */ 1159 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1160 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1161 }
1129 1162
1130 set_owner(effect,op); 1163 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1164 set_spell_skill (op, caster, spell, effect);
1132 1165
1133 /* ok, tell it where to be, and insert! */ 1166 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1167 effect->insert_at (target, op);
1135 effect->y=target->y; 1168
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1169 return 1;
1139} 1170}
1140
1141 1171
1142/**************************************************************************** 1172/****************************************************************************
1143 * 1173 *
1144 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1145 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1176 * code here is just to move the missile.
1147 ****************************************************************************/ 1177 ****************************************************************************/
1148 1178
1149/* op is a missile that needs to be moved */ 1179/* op is a missile that needs to be moved */
1180void
1150void move_missile(object *op) { 1181move_missile (object *op)
1182{
1151 int i, mflags; 1183 int i, mflags;
1152 object *owner; 1184 object *owner;
1153 sint16 new_x, new_y; 1185 sint16 new_x, new_y;
1154 mapstruct *m; 1186 maptile *m;
1155 1187
1156 if (op->range-- <=0) { 1188 if (op->range-- <= 0)
1157 remove_ob(op); 1189 {
1158 free_object(op); 1190 op->destroy ();
1159 return; 1191 return;
1160 } 1192 }
1161 1193
1162 owner = get_owner(op); 1194 owner = op->owner;
1163#if 0 1195#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by 1196 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive 1197 * monster that are then killed would continue to survive
1166 */ 1198 */
1167 if (owner == NULL) { 1199 if (owner == NULL)
1168 remove_ob(op); 1200 {
1169 free_object(op); 1201 op->destroy ();
1170 return; 1202 return;
1171 } 1203 }
1172#endif 1204#endif
1173 1205
1174 new_x = op->x + DIRX(op); 1206 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1207 new_y = op->y + DIRY (op);
1176 1208
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1209 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1178 1210
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)))) { 1211 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1181 tag_t tag = op->count; 1212 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1213 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1214 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1215 * we need to remove it if someone hasn't already done so.
1185 */ 1216 */
1186 if ( ! was_destroyed (op, tag)) { 1217 if (!op->destroyed ())
1187 remove_ob (op); 1218 op->destroy ();
1188 free_object(op); 1219
1189 }
1190 return; 1220 return;
1191 } 1221 }
1192 1222
1193 remove_ob(op); 1223 op->remove ();
1224
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1226 {
1227 op->destroy ();
1196 return; 1228 return;
1197 } 1229 }
1198 op->x = new_x; 1230
1199 op->y = new_y; 1231 i = spell_find_dir (m, new_x, new_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){ 1232 if (i > 0 && i != op->direction)
1233 {
1203 op->direction=i; 1234 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1235 SET_ANIMATION (op, op->direction);
1205 } 1236 }
1206 insert_ob_in_map(op,op->map,op,0); 1237
1238 m->insert (op, new_x, new_y, op);
1207} 1239}
1208 1240
1209/**************************************************************************** 1241/****************************************************************************
1210 * Destruction 1242 * Destruction
1211 ****************************************************************************/ 1243 ****************************************************************************/
1244
1212/* make_object_glow() - currently only makes living objects glow. 1245/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1246 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1217 */ 1250 */
1218 1251int
1219int make_object_glow(object *op, int radius, int time) { 1252make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1253{
1221
1222 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1256 return 0;
1225 1257
1226 tmp=get_archetype(FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1260 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1262 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1265
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); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1238 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1240 1270
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; 1271 return 1;
1247} 1272}
1248 1273
1249 1274int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1275cast_destruction (object *op, object *caster, object *spell_ob)
1276{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1277 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1278 sint16 sx, sy;
1255 mapstruct *m; 1279 maptile *m;
1256 object *tmp; 1280 object *tmp;
1257 const char *skill; 1281 const char *skill;
1258 1282
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1283 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1284 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1285 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1286 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1287 friendly = 1;
1263 1288
1264 /* destruction doesn't use another spell object, so we need 1289 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1290 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1291 * 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 1292 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1293 * the full share string/free_string route.
1269 */ 1294 */
1270 skill = op->skill; 1295 skill = op->skill;
1296 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1298 else if (caster->skill)
1299 op->skill = caster->skill;
1300 else
1273 else op->skill = NULL; 1301 op->skill = NULL;
1274 1302
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1276 1304
1277 for(i= -range; i<range; i++) { 1305 for (i = -range; i < range; i++)
1306 {
1278 for(j=-range; j<range ; j++) { 1307 for (j = -range; j < range; j++)
1308 {
1279 m = op->map; 1309 m = op->map;
1280 sx = op->x + i; 1310 sx = op->x + i;
1281 sy = op->y + j; 1311 sy = op->y + j;
1312
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1314 if (mflags & P_OUT_OF_MAP)
1315 continue;
1316
1284 if (mflags & P_IS_ALIVE) { 1317 if (mflags & P_IS_ALIVE)
1318 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1321 break;
1322
1323 if (tmp)
1287 } 1324 {
1288 if (tmp) { 1325 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1326 tmp = tmp->head;
1290 1327
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1328 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1329 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1330 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1331 if (spell_ob->subtype == SP_DESTRUCTION)
1332 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1334 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1335 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 } 1336 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1338 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1340 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 } 1341 }
1311 } 1342 }
1312 } 1343 }
1313 } 1344 }
1314 } 1345 }
1315 } 1346 }
1347
1316 op->skill = skill; 1348 op->skill = skill;
1317 return 1; 1349 return 1;
1318} 1350}
1319 1351
1320/*************************************************************************** 1352/***************************************************************************
1321 * 1353 *
1322 * CURSE 1354 * CURSE
1323 * 1355 *
1324 ***************************************************************************/ 1356 ***************************************************************************/
1325 1357
1358int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1359cast_curse (object *op, object *caster, object *spell_ob, int dir)
1360{
1327 object *god = find_god(determine_god(op)); 1361 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1362 object *tmp, *force;
1329 1363
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1364 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1365 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1366 {
1334 "There is no one in that direction to curse."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1368 return 0;
1336 } 1369 }
1337 1370
1371 tmp = tmp->head_ ();
1372
1338 /* If we've already got a force of this type, don't add a new one. */ 1373 /* 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) { 1374 for (force = tmp->inv; force; force = force->below)
1375 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1377 {
1341 if (force->name == spell_ob->name) { 1378 if (force->name == spell_ob->name)
1379 {
1342 break; 1380 break;
1343 } 1381 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1382 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1383 {
1346 "You can not cast %s while %s is in effect", 1384 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; 1385 return 0;
1349 } 1386 }
1350 } 1387 }
1351 } 1388 }
1352 1389
1353 if(force==NULL) { 1390 if (!force)
1391 {
1354 force=get_archetype(FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1356 if (spell_ob->race) 1395 if (spell_ob->race)
1357 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1358 else 1397 else
1359 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1360 1399
1361 force->name_pl = spell_ob->name; 1400 force->name_pl = spell_ob->name;
1362 1401
1363 } else { 1402 }
1403 else
1404 {
1364 int duration; 1405 int duration;
1365 1406
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1407 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1408 if (duration > force->duration)
1409 {
1368 force->duration = duration; 1410 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1412 }
1370 } else { 1413 else
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1415
1373 return 1; 1416 return 1;
1374 } 1417 }
1418
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1420 force->speed = 1.f;
1377 force->speed_left = -1.0; 1421 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1379 1423
1380 if(god) { 1424 if (god)
1425 {
1381 if (spell_ob->last_grace) 1426 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1427 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1428 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1429 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1430 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); 1431 }
1387 } else 1432 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1433 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1434
1390 1435
1391 if(tmp!=op && op->type==PLAYER) 1436 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1437 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1438
1394 force->stats.ac = spell_ob->stats.ac; 1439 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1440 force->stats.wc = spell_ob->stats.wc;
1396 1441
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1442 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1443 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1444 tmp->update_stats ();
1400 return 1; 1445 return 1;
1401 1446
1402} 1447}
1403
1404 1448
1405/********************************************************************** 1449/**********************************************************************
1406 * mood change 1450 * mood change
1407 * Arguably, this may or may not be an attack spell. But since it 1451 * 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 1452 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1453 ***********************************************************************/
1410 1454
1411/* This covers the various spells that change the moods of monsters - 1455/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1456 * makes them angry, peacful, friendly, etc.
1413 */ 1457 */
1458int
1414int mood_change(object *op, object *caster, object *spell) { 1459mood_change (object *op, object *caster, object *spell)
1460{
1415 object *tmp, *god, *head; 1461 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1462 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1463 sint16 x, y, nx, ny;
1418 mapstruct *m; 1464 maptile *m;
1419 const char *race; 1465 const char *race;
1420 1466
1421 /* We precompute some values here so that we don't have to keep 1467 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1468 * doing it over and over again.
1423 */ 1469 */
1424 god=find_god(determine_god(op)); 1470 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1471 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1472 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1473
1428 /* On the bright side, no monster should ever have a race of GOD_... 1474 /* 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 1475 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1476 * won't ever match anything.
1431 */ 1477 */
1432 if (!spell->race) race=NULL; 1478 if (!spell->race)
1479 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1480 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1481 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1482 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1483 race = god->race;
1484 else
1435 else race = spell->race; 1485 race = spell->race;
1436
1437 1486
1438 for (x = op->x - range; x <= op->x + range; x++) 1487 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1488 for (y = op->y - range; y <= op->y + range; y++)
1440 1489 {
1441 done_one=0; 1490 done_one = 0;
1442 m = op->map; 1491 m = op->map;
1443 nx = x; 1492 nx = x;
1444 ny = y; 1493 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1495 if (mflags & P_OUT_OF_MAP)
1496 continue;
1447 1497
1448 /* If there is nothing living on this space, no need to go further */ 1498 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1499 if (!(mflags & P_IS_ALIVE))
1500 continue;
1450 1501
1502 // players can only affect spaces that they can actually see
1503 if (caster && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70)
1505 continue;
1506
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1509 break;
1453 1510
1454 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1512 if (!tmp || tmp->type == PLAYER)
1513 continue;
1456 1514
1457 /* Only the head has meaningful data, so resolve to that */ 1515 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1516 if (tmp->head)
1517 head = tmp->head;
1518 else
1459 else head=tmp; 1519 head = tmp;
1460 1520
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1521 /* 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; 1522 if (race && head->race && !strstr (race, head->race))
1523 continue;
1524
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1526 continue;
1464 1527
1465 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1529 best_at = -1;
1467 if (spell->attacktype) { 1530 if (spell->attacktype)
1531 {
1468 for (at=0; at < NROFATTACKS; at++) 1532 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1533 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1534 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at;
1471 1536
1472 if (best_at == -1) at=0; 1537 if (best_at == -1)
1538 at = 0;
1539 else
1540 {
1541 if (head->resist[best_at] == 100)
1542 continue;
1473 else { 1543 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1544 at = head->resist[best_at] / 5;
1476 } 1545 }
1477 at -= level / 5; 1546 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1547 if (did_make_save (head, head->level, at))
1548 continue;
1479 } 1549 }
1480 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1551 {
1481 /* 1552 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1553 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1554 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1556
1486 The chance will then be in the range [20-70] percent, not too bad. 1557 The chance will then be in the range [20-70] percent, not too bad.
1487 1558
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1559 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1560 charm a level 125 monster...
1490 1561
1491 Ryo, august 14th 1562 Ryo, august 14th
1492 */ 1563 */
1493 {
1494 if ( head->level > level ) continue; 1564 if (head->level > level)
1565 continue;
1566
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1568 /* Failed, no effect */
1497 continue; 1569 continue;
1498 } 1570 }
1499 1571
1500 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1501 1573
1502 /* aggravation */ 1574 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1578 remove_friendly_object (head);
1507
1508 done_one = 1; 1579 done_one = 1;
1509 head->enemy = op; 1580 head->enemy = op;
1510 } 1581 }
1511 1582
1512 /* calm monsters */ 1583 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1586 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1587 head->enemy = NULL;
1516 done_one = 1; 1588 done_one = 1;
1517 } 1589 }
1518 1590
1519 /* berserk monsters */ 1591 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 {
1521 SET_FLAG(head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1595 done_one = 1;
1523 } 1596 }
1597
1524 /* charm */ 1598 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 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. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1607 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1609 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1610 head->attack_movement = PETMOVE;
1535 done_one = 1; 1611 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1612 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1613 head->stats.exp = 0;
1538 } 1614 }
1539 1615
1540 /* If a monster was effected, put an effect in */ 1616 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1617 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1619 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1620
1549 return 1; 1621 return 1;
1550} 1622}
1551 1623
1552 1624
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1625/* 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 1626 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1627 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1628 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1629 * note that duration is handled by process_object() in time.c
1558 */ 1630 */
1559 1631
1632void
1560void move_ball_spell(object *op) { 1633move_ball_spell (object *op)
1634{
1561 int i,j,dam_save,dir, mflags; 1635 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1636 sint16 nx, ny, hx, hy;
1563 object *owner; 1637 object *owner;
1564 mapstruct *m; 1638 maptile *m;
1565 1639
1566 owner = get_owner(op); 1640 owner = op->owner;
1567 1641
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1642 /* 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 1643 * 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 1644 * 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 1645 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1646 * deviations.
1573 */ 1647 */
1574 1648
1575 dir = 0; 1649 dir = 0;
1576 if(!(rndm(0, 3))) 1650 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1651 j = rndm (0, 1);
1578 else j=0; 1652 else
1653 j = 0;
1579 1654
1580 for(i = 1; i < 9; i++) { 1655 for (i = 1; i < 9; i++)
1656 {
1581 /* i bit 0: alters sign of offset 1657 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1658 * other bits (i / 2): absolute value of offset
1583 */ 1659 */
1584 1660
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1662 int tmpdir = absdir (op->direction + offset);
1587 1663
1588 nx = op->x + freearr_x[tmpdir]; 1664 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1665 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1666 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)))) { 1667 {
1592 dir = tmpdir; 1668 dir = tmpdir;
1593 break; 1669 break;
1594 } 1670 }
1595 } 1671 }
1596 if (dir == 0) { 1672 if (dir == 0)
1673 {
1597 nx = op->x; 1674 nx = op->x;
1598 ny = op->y; 1675 ny = op->y;
1599 m = op->map; 1676 m = op->map;
1600 } 1677 }
1601 1678
1602 remove_ob(op); 1679 m->insert (op, nx, ny, op);
1603 op->y=ny; 1680
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 1681 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1682 surrounding squares */
1609 1683
1610 /* loop over current square and neighbors to hit. 1684 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1685 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1686 * the surround spaces.
1613 */ 1687 */
1614 for(j=0;j<9;j++) { 1688 for (j = 0; j < 9; j++)
1615 object *new_ob; 1689 {
1616
1617 hx = nx+freearr_x[j]; 1690 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1691 hy = ny + freearr_y[j];
1619 1692
1620 m = op->map; 1693 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1695
1623 if (mflags & P_OUT_OF_MAP) continue; 1696 if (mflags & P_OUT_OF_MAP)
1697 continue;
1624 1698
1625 /* first, don't ever, ever hit the owner. Don't hit out 1699 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1700 * of the map either.
1627 */ 1701 */
1628 1702
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1704 {
1705 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1706 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1707 hit_map (op, j, op->attacktype, 1);
1632 1708
1633 } 1709 }
1634 1710
1635 /* insert the other arch */ 1711 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1712 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); 1713 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 } 1714 }
1643 1715
1644 /* restore to the center location and damage*/ 1716 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1717 op->stats.dam = dam_save;
1646 1718
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1719 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1720
1649 if(i>=0) { /* we have a preferred direction! */ 1721 if (i >= 0)
1722 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1723 /* 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 || 1724 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))) { 1725 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1726 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1727
1655 op->direction=i; 1728 op->direction = i;
1656 } 1729 }
1657} 1730}
1658 1731
1659
1660/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1661 * This is an implementation of the swarm spell. It was written for 1733 * 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 1734 * 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 1735 * 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 1736 * 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. 1737 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1738 */
1667 1739void
1668void move_swarm_spell(object *op) 1740move_swarm_spell (object *op)
1669{ 1741{
1670 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1671 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1672 sint16 target_x, target_y, origin_x, origin_y;
1673 int basedir, adjustdir;
1674 mapstruct *m;
1675 object *owner;
1676
1677 owner = get_owner(op);
1678 if(op->duration == 0 || owner == NULL) {
1679 remove_ob(op);
1680 free_object(op);
1681 return;
1682 }
1683 op->duration--;
1684
1685 basedir = op->direction;
1686 if(basedir == 0) {
1687 /* spray in all directions! 8) */
1688 basedir = rndm(1, 8);
1689 }
1690
1691#if 0 1742#if 0
1692 // this is bogus: it causes wrong places to be checked below 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1693 // (a wall 2 cells away will block the effect...) and 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1694 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1745 sint16 target_x, target_y, origin_x, origin_y;
1695 // space. 1746 int adjustdir;
1696 // should be fixed later, but correctness before featurs... 1747 maptile *m;
1697 // (schmorp)
1698
1699 /* new offset calculation to make swarm element distribution
1700 * more uniform
1701 */
1702 if(op->duration) {
1703 if(basedir & 1) {
1704 adjustdir = cardinal_adjust[rndm(0, 8)];
1705 } else {
1706 adjustdir = diagonal_adjust[rndm(0, 9)];
1707 }
1708 } else {
1709 adjustdir = 0; /* fire the last one from forward. */
1710 }
1711
1712 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1713 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1714
1715 /* back up one space so we can hit point-blank targets, but this
1716 * necessitates extra out_of_map check below
1717 */
1718 origin_x = target_x - freearr_x[basedir];
1719 origin_y = target_y - freearr_y[basedir];
1720
1721
1722 /* spell pointer is set up for the spell this casts. Since this
1723 * should just be a pointer to the spell in some inventory,
1724 * it is unlikely to disappear by the time we need it. However,
1725 * do some sanity checking anyways.
1726 */
1727
1728 if (op->spell && op->spell->type == SPELL &&
1729 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1730 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1731
1732 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1737 }
1738#endif 1748#endif
1749 object *owner = op->env;
1739 1750
1751 if (!op->duration || !owner->is_on_map ())
1752 {
1753 op->destroy ();
1754 return;
1755 }
1756
1757 op->duration--;
1758
1759 int basedir = op->direction;
1760 if (!basedir)
1761 /* spray in all directions! 8) */
1762 basedir = (op->facing += op->state) % 8 + 1;
1763
1764#if 0
1765 // this is bogus: it causes wrong places to be checked below
1766 // (a wall 2 cells away will block the effect...) and
1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1768 // space.
1769 // should be fixed later, but correctness before features...
1770 // (schmorp)
1771
1772 /* new offset calculation to make swarm element distribution
1773 * more uniform
1774 */
1775 if (op->duration)
1776 {
1777 if (basedir & 1)
1778 {
1779 adjustdir = cardinal_adjust[rndm (0, 8)];
1780 }
1781 else
1782 {
1783 adjustdir = diagonal_adjust[rndm (0, 9)];
1784 }
1785 }
1786 else
1787 {
1788 adjustdir = 0; /* fire the last one from forward. */
1789 }
1790
1791 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1792 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1793
1794 /* back up one space so we can hit point-blank targets, but this
1795 * necessitates extra out_of_map check below
1796 */
1797 origin_x = target_x - freearr_x[basedir];
1798 origin_y = target_y - freearr_y[basedir];
1799
1800
1740 /* spell pointer is set up for the spell this casts. Since this 1801 /* spell pointer is set up for the spell this casts. Since this
1741 * should just be a pointer to the spell in some inventory, 1802 * should just be a pointer to the spell in some inventory,
1742 * it is unlikely to disappear by the time we need it. However, 1803 * it is unlikely to disappear by the time we need it. However,
1743 * do some sanity checking anyways. 1804 * do some sanity checking anyways.
1744 */ 1805 */
1745 1806
1746 if (op->spell && op->spell->type == SPELL) 1807 if (op->spell && op->spell->type == SPELL &&
1808 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1809 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1747 { 1810 {
1811
1748 /* Bullet spells have a bunch more customization that needs to be done */ 1812 /* Bullet spells have a bunch more customization that needs to be done */
1749 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1750 fire_bullet(owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1751 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1816 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1817 }
1818#endif
1819
1820 /* spell pointer is set up for the spell this casts. Since this
1821 * should just be a pointer to the spell in some inventory,
1822 * it is unlikely to disappear by the time we need it. However,
1823 * do some sanity checking anyways.
1824 */
1825
1826 if (op->spell && op->spell->type == SPELL)
1827 {
1828 /* Bullet spells have a bunch more customization that needs to be done */
1829 if (op->spell->subtype == SP_BULLET)
1830 fire_bullet (owner, op, basedir, op->spell);
1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1752 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1753 } 1833 }
1754} 1834}
1755
1756
1757
1758 1835
1759/* fire_swarm: 1836/* fire_swarm:
1760 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1761 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1762 * the parts of the swarm. 1839 * the parts of the swarm.
1765 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1766 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1767 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1768 * n: the number to be fired. 1845 * n: the number to be fired.
1769 */ 1846 */
1770 1847int
1771int fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1772{ 1849{
1773 object *tmp;
1774 int i;
1775
1776 if (!spell->other_arch) return 0; 1850 if (!spell->other_arch)
1851 return 0;
1777 1852
1778 tmp=get_archetype(SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1779 tmp->x=op->x;
1780 tmp->y=op->y;
1781 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1782 set_spell_skill(op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1783
1784 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1785 tmp->spell = arch_to_object(spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1786
1787 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1788 1858
1789 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1790 if ( ! tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1791 return 1; 1861 return 1;
1792 } 1862
1793 tmp->duration = SP_level_duration_adjust(caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1794 for (i=0; i< spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1795 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1796 1866
1797 tmp->direction=dir; 1867 tmp->direction = dir;
1798 tmp->invisible=1; 1868 tmp->invisible = 1;
1799 insert_ob_in_map(tmp,op->map,op,0); 1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1871
1872 op->insert (tmp);
1873
1800 return 1; 1874 return 1;
1801} 1875}
1802
1803 1876
1804/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1805 * function. 1878 * function.
1806 */ 1879 */
1880int
1807int cast_light(object *op,object *caster,object *spell, int dir) { 1881cast_light (object *op, object *caster, object *spell, int dir)
1882{
1808 object *target=NULL,*tmp=NULL; 1883 object *target = NULL, *tmp = NULL;
1809 sint16 x,y; 1884 sint16 x, y;
1810 int dam, mflags; 1885 int dam, mflags;
1811 mapstruct *m; 1886 maptile *m;
1812 1887
1813 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 1889
1815 if(!dir) { 1890 if (!dir)
1891 {
1816 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1817 return 0; 1893 return 0;
1818 } 1894 }
1819 1895
1820 x=op->x+freearr_x[dir]; 1896 x = op->x + freearr_x[dir];
1821 y=op->y+freearr_y[dir]; 1897 y = op->y + freearr_y[dir];
1822 m = op->map; 1898 m = op->map;
1823 1899
1824 mflags = get_map_flags(m, &m, x, y, &x, &y); 1900 mflags = get_map_flags (m, &m, x, y, &x, &y);
1825 1901
1826 if (mflags & P_OUT_OF_MAP) { 1902 if (mflags & P_OUT_OF_MAP)
1903 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1828 return 0; 1905 return 0;
1829 } 1906 }
1830 1907
1831 if (mflags & P_IS_ALIVE && spell->attacktype) { 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 {
1832 for(target=get_map_ob(m,x,y);target;target=target->above) 1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1833 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 {
1834 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head)
1835 if(target->head) target = target->head; 1915 target = target->head;
1836 (void) hit_player(target,dam,op,spell->attacktype,1); 1916 (void) hit_player (target, dam, op, spell->attacktype, 1);
1837 return 1; /* one success only! */ 1917 return 1; /* one success only! */
1838 } 1918 }
1839 } 1919 }
1840 1920
1841 /* no live target, perhaps a wall is in the way? */ 1921 /* no live target, perhaps a wall is in the way? */
1842 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1922 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1923 {
1843 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1924 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1844 return 0; 1925 return 0;
1845 } 1926 }
1846 1927
1847 /* ok, looks groovy to just insert a new light on the map */ 1928 /* ok, looks groovy to just insert a new light on the map */
1848 tmp=arch_to_object(spell->other_arch); 1929 tmp = arch_to_object (spell->other_arch);
1849 if(!tmp) { 1930 if (!tmp)
1931 {
1850 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1851 return 0; 1933 return 0;
1852 } 1934 }
1853 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1935 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1854 if (tmp->glow_radius) { 1936 if (tmp->glow_radius)
1937 {
1855 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1856 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1939 if (tmp->glow_radius > MAX_LIGHT_RADII)
1940 tmp->glow_radius = MAX_LIGHT_RADII;
1857 } 1941 }
1858 tmp->x=x; 1942
1859 tmp->y=y; 1943 m->insert (tmp, x, y, op);
1860 insert_ob_in_map(tmp,m,op,0);
1861 return 1; 1944 return 1;
1862} 1945}
1863
1864
1865
1866 1946
1867/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
1868 * player and infects someone. 1948 * player and infects someone.
1869 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
1870 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
1871 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
1872 */ 1952 */
1873 1953int
1874int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
1955{
1875 sint16 x,y; 1956 sint16 x, y;
1876 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
1877 object *walk; 1958 object *walk;
1878 mapstruct *m; 1959 maptile *m;
1879 1960
1880 x = op->x; 1961 x = op->x;
1881 y = op->y; 1962 y = op->y;
1882 1963
1883 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
1884 * direction the player is pointing. 1965 * direction the player is pointing.
1885 */ 1966 */
1967 if (!dir)
1886 if (!dir) dir=op->facing; 1968 dir = op->facing;
1969
1970 if (!dir)
1887 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
1888 1972
1889 /* Calculate these once here */ 1973 /* Calculate these once here */
1890 range = spell->range + SP_level_range_adjust(caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
1891 dam_mod = SP_level_dam_adjust(caster, spell); 1975 dam_mod = SP_level_dam_adjust (caster, spell);
1892 dur_mod = SP_level_duration_adjust(caster, spell); 1976 dur_mod = SP_level_duration_adjust (caster, spell);
1893 1977
1894 /* search in a line for a victim */ 1978 /* search in a line for a victim */
1895 for(i=1; i<range; i++) { 1979 for (i = 1; i < range; i++)
1980 {
1896 x = op->x + i * freearr_x[dir]; 1981 x = op->x + i * freearr_x[dir];
1897 y = op->y + i * freearr_y[dir]; 1982 y = op->y + i * freearr_y[dir];
1898 m = op->map; 1983 m = op->map;
1899 1984
1900 mflags = get_map_flags(m, &m, x, y, &x, &y); 1985 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1986
1902 if (mflags & P_OUT_OF_MAP) return 0; 1987 if (mflags & P_OUT_OF_MAP)
1988 return 0;
1903 1989
1904 /* don't go through walls - presume diseases are airborne */ 1990 /* don't go through walls - presume diseases are airborne */
1905 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1991 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1992 return 0;
1906 1993
1907 /* Only bother looking on this space if there is something living here */ 1994 /* Only bother looking on this space if there is something living here */
1908 if (mflags & P_IS_ALIVE) { 1995 if (mflags & P_IS_ALIVE)
1996 {
1909 /* search this square for a victim */ 1997 /* search this square for a victim */
1910 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1998 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1911 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1999 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2000 { /* found a victim */
1912 object *disease = arch_to_object(spell->other_arch); 2001 object *disease = arch_to_object (spell->other_arch);
1913 2002
1914 set_owner(disease,op); 2003 disease->set_owner (op);
1915 set_spell_skill(op, caster, spell, disease); 2004 set_spell_skill (op, caster, spell, disease);
1916 disease->stats.exp = 0; 2005 disease->stats.exp = 0;
1917 disease->level = caster_level(caster, spell); 2006 disease->level = caster_level (caster, spell);
1918 2007
1919 /* do level adjustments */ 2008 /* do level adjustments */
1920 if(disease->stats.wc) 2009 if (disease->stats.wc)
1921 disease->stats.wc += dur_mod/2; 2010 disease->stats.wc += dur_mod / 2;
1922 2011
1923 if(disease->magic> 0) 2012 if (disease->magic > 0)
1924 disease->magic += dur_mod/4; 2013 disease->magic += dur_mod / 8;
1925 2014
1926 if(disease->stats.maxhp>0) 2015 if (disease->stats.maxhp > 0)
1927 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
1928 2017
1929 if(disease->stats.maxgrace>0) 2018 if (disease->stats.maxgrace > 0)
1930 disease->stats.maxgrace += dur_mod; 2019 disease->stats.maxgrace += dur_mod;
1931 2020
1932 if(disease->stats.dam) { 2021 if (disease->stats.dam)
1933 if(disease->stats.dam > 0)
1934 disease->stats.dam += dam_mod;
1935 else disease->stats.dam -= dam_mod;
1936 }
1937
1938 if(disease->last_sp) {
1939 disease->last_sp -= 2*dam_mod;
1940 if(disease->last_sp <1) disease->last_sp = 1;
1941 }
1942
1943 if(disease->stats.maxsp) {
1944 if(disease->stats.maxsp > 0)
1945 disease->stats.maxsp += dam_mod;
1946 else disease->stats.maxsp -= dam_mod;
1947 }
1948 2022 {
1949 if(disease->stats.ac) 2023 if (disease->stats.dam > 0)
1950 disease->stats.ac += dam_mod; 2024 disease->stats.dam += dam_mod;
1951 2025 else
1952 if(disease->last_eat)
1953 disease->last_eat -= dam_mod;
1954
1955 if(disease->stats.hp)
1956 disease->stats.hp -= dam_mod; 2026 disease->stats.dam -= dam_mod;
1957
1958 if(disease->stats.sp)
1959 disease->stats.sp -= dam_mod;
1960
1961 if(infect_object(walk,disease,1)) {
1962 object *flash; /* visual effect for inflicting disease */
1963
1964 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1965
1966 free_object(disease); /* don't need this one anymore */
1967 flash=get_archetype(ARCH_DETECT_MAGIC);
1968 flash->x = x;
1969 flash->y = y;
1970 flash->map = walk->map;
1971 insert_ob_in_map(flash,walk->map,op,0);
1972 return 1;
1973 } 2027 }
1974 free_object(disease); 2028
2029 if (disease->last_sp)
2030 {
2031 disease->last_sp -= 2 * dam_mod;
2032 if (disease->last_sp < 1)
2033 disease->last_sp = 1;
1975 } 2034 }
2035
2036 if (disease->stats.maxsp)
2037 {
2038 if (disease->stats.maxsp > 0)
2039 disease->stats.maxsp += dam_mod;
2040 else
2041 disease->stats.maxsp -= dam_mod;
2042 }
2043
2044 if (disease->stats.ac)
2045 disease->stats.ac += dam_mod;
2046
2047 if (disease->last_eat)
2048 disease->last_eat -= dam_mod;
2049
2050 if (disease->stats.hp)
2051 disease->stats.hp -= dam_mod;
2052
2053 if (disease->stats.sp)
2054 disease->stats.sp -= dam_mod;
2055
2056 if (infect_object (walk, disease, 1))
2057 {
2058 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2059
2060 disease->destroy (); /* don't need this one anymore */
2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2062 return 1;
2063 }
2064
2065 disease->destroy ();
2066 }
1976 } /* if living creature */ 2067 } /* if living creature */
1977 } /* for range of spaces */ 2068 } /* for range of spaces */
2069
1978 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1979 return 1; 2071 return 1;
1980} 2072}

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