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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 1.59 by root, Sat May 17 15:25:19 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)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 134 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 141
144 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
150 new_bolt->duration++; 148 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 154 update_turn_face (new_bolt);
159} 155}
160 156
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
163 */ 159 */
164 160void
165void move_bolt(object *op) { 161move_bolt (object *op)
166 object *tmp; 162{
167 int mflags; 163 int mflags;
168 sint16 x, y; 164 sint16 x, y;
169 mapstruct *m; 165 maptile *m;
170 166
171 if(--(op->duration)<0) { 167 if (--op->duration < 0)
172 remove_ob(op); 168 {
173 free_object(op); 169 op->destroy ();
170 return;
171 }
172
173 hit_map (op, 0, op->attacktype, 1);
174
175 if (!op->direction)
176 return;
177
178 if (--op->range < 0)
179 op->range = 0;
180 else
181 {
182 x = op->x + DIRX (op);
183 y = op->y + DIRY (op);
184 m = op->map;
185 mflags = get_map_flags (m, &m, x, y, &x, &y);
186
187 if (mflags & P_OUT_OF_MAP)
174 return; 188 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 189
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 */ 190 /* 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 191 /* 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 192 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 193 * will be useful.
195 */ 194 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 195 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))) { 196 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 198 return;
201 199
202 /* Since walls don't run diagonal, if the bolt is in 200 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 201 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 202 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 203 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 204 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 205 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 206 * to the southwest.
209 */ 207 */
210 if(op->direction&1) 208 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 209 op->direction = absdir (op->direction + 4);
212 else { 210 else
211 {
213 int left, right; 212 int left, right;
214 int mflags; 213 int mflags;
215 214
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 215 /* 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 216 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 217 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 218 * op->direction-1 or op->direction+1 does not exist.
220 */ 219 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 220 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); 221 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 222
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 223 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 224
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 225 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); 226 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)); 227 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 228
230 if(left==right) 229 if (left == right)
231 op->direction=absdir(op->direction+4); 230 op->direction = absdir (op->direction + 4);
232 else if(left) 231 else if (left)
233 op->direction=absdir(op->direction+2); 232 op->direction = absdir (op->direction + 2);
234 else if(right) 233 else if (right)
235 op->direction=absdir(op->direction-2); 234 op->direction = absdir (op->direction - 2);
236 } 235 }
236
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 238 return;
239 } 239 }
240 else
240 else { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 242 object *tmp = op->clone ();
242 copy_object(op,tmp); 243
244 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 245 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 */ 246 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 247 tmp->duration++;
248 248
249 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 250 * going off in other directions.
251 */ 251 */
252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
253 forklightning (op, tmp); /* stats.Dex % of forking */
252 254
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
258 */ 257 */
259 op->range = 0; 258 op->range = 0;
260 } /* copy object and move it along */ 259 } /* copy object and move it along */
261 } /* if move bolt along */ 260 } /* if move bolt along */
262} 261}
263 262
264/* fire_bolt 263/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 264 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 265 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 266 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 267 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 268 * This function sets up the appropriate owner and skill
270 * pointers. 269 * pointers.
271 */ 270 */
272 271int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 272fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
273{
274 object *tmp=NULL; 274 object *tmp = NULL;
275 int mflags; 275 int mflags;
276 276
277 if (!spob->other_arch) 277 if (!spob->other_arch)
278 return 0; 278 return 0;
279 279
280 tmp=arch_to_object(spob->other_arch); 280 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 281 if (tmp == NULL)
282 return 0; 282 return 0;
283 283
284 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
288 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
292 295
293 tmp->direction=dir; 296 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 297 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 298 SET_ANIMATION (tmp, dir);
296 299
297 set_owner(tmp,op); 300 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 301 set_spell_skill (op, caster, spob, tmp);
299 302
300 tmp->x=op->x + DIRX(tmp); 303 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 304 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 305 tmp->map = op->map;
303 306
307 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 308 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 309 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 310 {
311 tmp->destroy ();
307 return 0; 312 return 0;
308 } 313 }
314
315 tmp->map = newmap;
316
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 317 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
318 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 320 {
321 tmp->destroy ();
312 return 0; 322 return 0;
313 } 323 }
324
314 tmp->x=op->x; 325 tmp->x = op->x;
315 tmp->y=op->y; 326 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 327 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 328 tmp->map = op->map;
318 } 329 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 330
331 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 332 move_bolt (tmp);
333
321 return 1; 334 return 1;
322} 335}
323
324
325 336
326/*************************************************************************** 337/***************************************************************************
327 * 338 *
328 * BULLET/BALL CODE 339 * BULLET/BALL CODE
329 * 340 *
330 ***************************************************************************/ 341 ***************************************************************************/
331 342
332/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 345 * At least that is what I think this does.
335 */ 346 */
347void
336void explosion(object *op) { 348explosion (object *op)
337 object *tmp; 349{
338 mapstruct *m=op->map; 350 maptile *m = op->map;
339 int i; 351 int i;
340 352
341 if(--(op->duration)<0) { 353 if (--op->duration < 0)
342 remove_ob(op); 354 {
343 free_object(op); 355 op->destroy ();
344 return; 356 return;
345 } 357 }
358
346 hit_map(op,0,op->attacktype,0); 359 hit_map (op, 0, op->attacktype, 0);
347 360
348 if(op->range>0) { 361 if (op->range > 0)
362 {
349 for(i=1;i<9;i++) { 363 for (i = 1; i < 9; i++)
364 {
350 sint16 dx,dy; 365 sint16 dx, dy;
351 366
352 dx=op->x+freearr_x[i]; 367 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
354 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 371 * out of map, etc.
356 */ 372 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 374 {
359 copy_object(op,tmp); 375 object *tmp = op->clone ();
376
360 tmp->state=0; 377 tmp->state = 0;
361 tmp->speed_left= -0.21; 378 tmp->speed_left = -0.21f;
362 tmp->range--; 379 tmp->range--;
363 tmp->value=0; 380 tmp->value = 0;
364 tmp->x=dx; 381
365 tmp->y=dy; 382 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 383 }
368 } 384 }
369 } 385 }
370} 386}
371
372 387
373/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
375 * explode. 390 * explode.
376 */ 391 */
392void
377void explode_bullet(object *op) 393explode_bullet (object *op)
378{ 394{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 395 object *tmp, *owner;
381 396
382 if (op->other_arch == NULL) { 397 if (op->other_arch == NULL)
398 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 399 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 400 op->destroy ();
385 free_object (op); 401 return;
402 }
403
404 if (op->env)
405 {
406 object *env = op->outer_env ();
407
408 if (!env->map || out_of_map (env->map, env->x, env->y))
409 {
410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
411 op->destroy ();
412 return;
413 }
414
415 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
416 }
417 else if (out_of_map (op->map, op->x, op->y))
418 {
419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
420 op->destroy ();
421 return;
422 }
423
424 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
425 // NOTE: If this breaks something important: remove this. I can't think of anything
426 // bad at the moment that might happen from this.
427 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
428 {
429 op->destroy ();
430 return;
431 }
432
433 if (op->attacktype)
434 {
435 hit_map (op, 0, op->attacktype, 1);
436
437 if (op->destroyed ())
386 return; 438 return;
387 } 439 }
388 440
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 */ 441 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 442 tmp = arch_to_object (op->other_arch);
428 443
429 copy_owner (tmp, op); 444 tmp->set_owner (op);
430 tmp->skill = op->skill; 445 tmp->skill = op->skill;
431 446
432 owner = get_owner(op); 447 owner = op->owner;
448
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
434 !tailor_god_spell(tmp, owner)) { 450 {
435 remove_ob (op); 451 op->destroy ();
436 free_object (op);
437 return; 452 return;
438 } 453 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 454
442 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
457 {
444 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 459 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 460 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 461 tmp->duration = op->duration;
448 } else { 462 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 463 else
464 {
465 if (op->attacktype & AT_MAGIC)
466 tmp->attacktype |= AT_MAGIC;
467
450 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 472 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 473 * the count of the parent should work fine.
456 */ 474 */
457 tmp->stats.maxhp = op->count; 475 tmp->stats.maxhp = op->count;
458 } 476 }
459 477
460 /* Set direction of cone explosion */ 478 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 479 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
463 481
464 /* Prevent recursion */ 482 /* Prevent recursion */
465 op->move_on = 0; 483 op->move_on = 0;
466 484
467 insert_ob_in_map(tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
468 /* remove the firebullet */ 488 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 489 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 490}
474
475
476 491
477/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
479 */ 494 */
480 495void
481void check_bullet(object *op) 496check_bullet (object *op)
482{ 497{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 498 object *tmp;
485 int dam, mflags; 499 int dam, mflags;
486 mapstruct *m; 500 maptile *m;
487 sint16 sx, sy; 501 sint16 sx, sy;
488 502
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 504
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 506 return;
493 507
494 if (op->other_arch) { 508 if (op->other_arch)
509 {
495 /* explode object will also remove op */ 510 /* explode object will also remove op */
496 explode_bullet (op); 511 explode_bullet (op);
497 return; 512 return;
498 } 513 }
499 514
500 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 516 if (!(mflags & P_IS_ALIVE))
517 return;
502 518
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
504 { 520 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 522 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 524
509 || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (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)
689 int i; 707{
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 709 if (!op->map)
710 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 711 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; 712 op->set_speed (0);
697 update_ob_speed (op);
698 return; 713 return;
699 } 714 }
700 715
701 /* lava saves it's life, but not yours :) */ 716 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 717 if (QUERY_FLAG (op, FLAG_LIFESAVE))
718 {
703 hit_map(op,0,op->attacktype,0); 719 hit_map (op, 0, op->attacktype, 0);
704 return; 720 return;
705 } 721 }
706 722
707#if 0 723#if 0
708 /* Disable this - enabling it makes monsters easier, as 724 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 725 * when their cone dies when they die.
710 */ 726 */
711 /* If no owner left, the spell dies out. */ 727 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 728 if (op->owner == NULL)
713 remove_ob(op); 729 {
714 free_object(op); 730 op->destroy ();
715 return; 731 return;
716 } 732 }
717#endif 733#endif
718 734
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 735 hit_map (op, 0, op->attacktype, 0);
721 736
722 /* Check to see if we should push anything. 737 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 738 * Spell objects with weight push whatever they encounter to some
724 * degree. 739 * degree.
725 */ 740 */
741 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 742 check_spell_knockback (op);
727 743
728 if (was_destroyed (op, tag)) 744 if (op->destroyed ())
745 return;
746
747 if ((op->duration--) < 0)
748 {
749 op->destroy ();
729 return; 750 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 751 }
736 /* Object has hit maximum range, so don't have it move 752 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 753 * any further. When the duration above expires,
738 * then the object will get removed. 754 * then the object will get removed.
739 */ 755 */
740 if (--op->range < 0) { 756 if (--op->range < 0)
757 {
741 op->range=0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
742 return; 759 return;
760 }
761
762 for (int i = -1; i <= 1; i++)
743 } 763 {
764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
744 765
745 for(i= -1;i<2;i++) {
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
747 y=op->y+freearr_y[absdir(op->stats.sp+i)];
748
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 767 {
751 copy_object(op, tmp); 768 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 769
755 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
756 771
757 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 774
775 op->map->insert (tmp, x, y, op);
776
760 if (tmp->other_arch) cone_drop(tmp); 777 if (tmp->other_arch)
778 cone_drop (tmp);
761 } 779 }
762 } 780 }
763} 781}
764 782
765/* cast_cone: casts a cone spell. 783/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 786 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 787 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 788 * to fire.
771 * returns 0 on failure, 1 on success. 789 * returns 0 on failure, 1 on success.
772 */ 790 */
791int
773int cast_cone(object *op, object *caster,int dir, object *spell) 792cast_cone (object *op, object *caster, int dir, object *spell)
774{ 793{
775 object *tmp; 794 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 795 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 796 maptile *m;
778 sint16 sx, sy; 797 sint16 sx, sy;
779 MoveType movetype; 798 MoveType movetype;
780 799
781 if (!spell->other_arch) return 0; 800 if (!spell->other_arch)
801 return 0;
782 802
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 803 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 804 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 805 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 806 return 0;
788 } 807 }
789 808
790 if(!dir) { 809 if (!dir)
810 {
791 range_min= 0; 811 range_min = 0;
792 range_max=8; 812 range_max = 8;
793 } 813 }
794 814
795 /* Need to know what the movetype of the object we are about 815 /* 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 816 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 817 * insert it into is blocked.
798 */ 818 */
799 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
800 820
801 for(i=range_min;i<=range_max;i++) { 821 for (i = range_min; i <= range_max; i++)
822 {
802 sint16 x,y, d; 823 sint16 x, y, d;
803 824
804 /* We can't use absdir here, because it never returns 825 /* 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 826 * 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 827 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 828 * to hit that person.
808 */ 829 */
809 d = dir + i; 830 d = dir + i;
810 while (d < 0) d+=8; 831 while (d < 0)
832 d += 8;
811 while (d > 8) d-=8; 833 while (d > 8)
834 d -= 8;
812 835
813 /* If it's not a rune, we don't want to blast the caster. 836 /* 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, 837 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 838 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 839 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 840 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 841 * for the rune code.
819 */ 842 */
820 if (caster->type != RUNE && d==0) { 843 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 844 {
824 845 if (dir != 0)
825 x = op->x+freearr_x[d]; 846 d = 8;
826 y = op->y+freearr_y[d]; 847 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 848 continue;
849 }
830 850
851 x = op->x + freearr_x[d];
852 y = op->y + freearr_y[d];
853
854 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
855 continue;
856
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 857 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 858 continue;
833 859
834 success=1; 860 success = 1;
835 tmp=arch_to_object(spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 862 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 865 tmp->attacktype = spell->attacktype;
842 866
843 /* holy word stuff */ 867 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 869 if (!tailor_god_spell (tmp, op))
846 } 870 return 0;
847 871
848 if(dir) 872 if (dir)
849 tmp->stats.sp=dir; 873 tmp->stats.sp = dir;
850 else 874 else
851 tmp->stats.sp=i; 875 tmp->stats.sp = i;
852 876
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 877 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 878
855 /* If casting it in all directions, it doesn't go as far */ 879 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 880 if (dir == 0)
881 {
857 tmp->range /= 4; 882 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 883 if (tmp->range < 2 && spell->range >= 2)
884 tmp->range = 2;
859 } 885 }
886
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 887 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 888 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 889
863 /* Special bonus for fear attacks */ 890 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 891 if (tmp->attacktype & AT_FEAR)
892 {
893 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 894 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 895 else
867 tmp->duration += caster->level/3; 896 tmp->duration += caster->level / 3;
868 } 897 }
898
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 899 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
900 {
901 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 902 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 903 else
872 tmp->duration += caster->level/3; 904 tmp->duration += caster->level / 3;
873 } 905 }
874 906
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 &spell->other_arch->name);
879 909
880 if (!tmp->move_on && tmp->stats.dam) { 910 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 911 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);
886 912
913 m->insert (tmp, sx, sy, op);
914
887 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 916 * a single space too many times.
889 */ 917 */
890 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
891 919
892 if(tmp->other_arch) cone_drop(tmp); 920 if (tmp->other_arch)
921 cone_drop (tmp);
893 } 922 }
923
894 return success; 924 return success;
895} 925}
896 926
897/**************************************************************************** 927/****************************************************************************
898 * 928 *
899 * BOMB related code 929 * BOMB related code
900 * 930 *
901 ****************************************************************************/ 931 ****************************************************************************/
902 932
903
904/* This handles an exploding bomb. 933/* This handles an exploding bomb.
905 * op is the original bomb object. 934 * op is the original bomb object.
906 */ 935 */
936void
907void animate_bomb(object *op) { 937animate_bomb (object *op)
908 int i; 938{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
940 return;
941
942 object *env = op->outer_env ();
943
944 if (op->env)
945 {
946 if (env->map == NULL)
913 return; 947 return;
914 948
915 949 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; 950 return;
940 } 951 }
941 952
953 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
954 // on a safe map. I don't like this special casing, but it seems to be neccessary
955 // as bombs can be carried.
956 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
957 {
958 op->destroy ();
959 return;
960 }
961
942 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 964 * so just set up the appropriate values.
945 */ 965 */
946 at = find_archetype(SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 967 {
948 for(i=1;i<9;i++) { 968 for (int i = 1; i < 9; i++)
969 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 971 continue;
972
951 tmp = arch_to_object(at); 973 object *tmp = arch_to_object (at);
952 tmp->direction = i; 974 tmp->direction = i;
953 tmp->range = op->range; 975 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 977 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 979 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 980 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 981 tmp->skill = op->skill;
960 } 982
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 984 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 985
964 tmp->y = op->y + freearr_x[i]; 986 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); 987 move_bullet (tmp);
967 } 988 }
968 } 989 }
969 990
970 explode_bullet(op); 991 explode_bullet (op);
971} 992}
972 993
994int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 995create_bomb (object *op, object *caster, int dir, object *spell)
974 996{
975 object *tmp; 997 object *tmp;
976 int mflags; 998 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1000 maptile *m;
979 1001
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1002 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)) { 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1004 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1006 return 0;
984 } 1007 }
1008
985 tmp=arch_to_object(spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
986 1010
987 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
992 1016
993 set_owner(tmp,op); 1017 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1019
996 tmp->y=dy; 1020 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1021 return 1;
999} 1022}
1000 1023
1001/**************************************************************************** 1024/****************************************************************************
1002 * 1025 *
1003 * smite related spell code. 1026 * smite related spell code.
1011 * dir is the direction to look in. 1034 * dir is the direction to look in.
1012 * range is how far out to look. 1035 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1015 */ 1038 */
1016 1039object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1040get_pointed_target (object *op, int dir, int range, int type)
1041{
1018 object *target; 1042 object *target;
1019 sint16 x,y; 1043 sint16 x, y;
1020 int dist, mflags; 1044 int dist, mflags;
1021 mapstruct *mp; 1045 maptile *mp;
1022 1046
1023 if (dir==0) return NULL; 1047 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; 1048 return NULL;
1045}
1046 1049
1050 for (dist = 1; dist < range; dist++)
1051 {
1052 x = op->x + freearr_x[dir] * dist;
1053 y = op->y + freearr_y[dir] * dist;
1054 mp = op->map;
1055 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1056
1057 if (mflags & P_OUT_OF_MAP)
1058 return NULL;
1059 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1060 return NULL;
1061 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1062 return NULL;
1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1064 return NULL;
1065
1066 if (mflags & P_IS_ALIVE)
1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1069 return target;
1070 }
1071
1072 return NULL;
1073}
1047 1074
1048/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1050 * usual params - 1077 * usual params -
1051 * op = player 1078 * op = player
1052 * caster = object casting the spell. 1079 * caster = object casting the spell.
1053 * dir = direction being cast 1080 * dir = direction being cast
1054 * spell = spell object 1081 * spell = spell object
1055 */ 1082 */
1056 1083int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1085{
1058 object *effect, *target; 1086 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1087 object *god = find_god (determine_god (op));
1060 int range; 1088 int range;
1061 1089
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1090 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1091 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1092
1065 /* Bunch of conditions for casting this spell. Note that only 1093 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1094 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1095 * 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 1096 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1097 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1098 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1099 * can't be friendly to your god.
1072 */ 1100 */
1073 1101
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1102 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1103 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1104 || (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))) { 1105 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1106 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1107 return 0;
1080 } 1108 }
1081 1109
1082 if (spell->other_arch) 1110 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1111 effect = arch_to_object (spell->other_arch);
1084 else 1112 else
1085 return 0; 1113 return 0;
1086 1114
1087 /* tailor the effect by priest level and worshipped God */ 1115 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1116 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1117 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1118 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1119 {
1091 if(tailor_god_spell(effect,op)) 1120 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1121 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 { 1122 else
1123 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1125 return 0;
1097 } 1126 }
1098 } 1127 }
1099 1128
1100 /* size of the area of destruction */ 1129 /* size of the area of destruction */
1101 effect->range=spell->range + 1130 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1131 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1132
1106 if (effect->attacktype & AT_DEATH) { 1133 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1134 {
1108 SP_level_dam_adjust(caster,spell); 1135 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1136
1110 /* casting death spells at undead isn't a good thing */ 1137 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1138 if (QUERY_FLAG (target, FLAG_UNDEAD))
1139 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1140 if (random_roll (0, 2, op, PREFER_LOW))
1141 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1143 effect->x = op->x;
1115 effect->y=op->y; 1144 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 } 1145 }
1146 else
1147 {
1148 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1149 target->stats.hp = target->stats.maxhp * 2;
1150 effect->destroy ();
1151 return 0;
1123 } 1152 }
1124 } else { 1153 }
1154 }
1155 else
1156 {
1125 /* how much woe to inflict :) */ 1157 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1158 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1159 }
1129 1160
1130 set_owner(effect,op); 1161 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1132 1163
1133 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1165 effect->insert_at (target, op);
1135 effect->y=target->y; 1166
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1167 return 1;
1139} 1168}
1140
1141 1169
1142/**************************************************************************** 1170/****************************************************************************
1143 * 1171 *
1144 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1145 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1174 * code here is just to move the missile.
1147 ****************************************************************************/ 1175 ****************************************************************************/
1148 1176
1149/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1178void
1150void move_missile(object *op) { 1179move_missile (object *op)
1151 int i, mflags; 1180{
1152 object *owner;
1153 sint16 new_x, new_y;
1154 mapstruct *m;
1155
1156 if (op->range-- <=0) { 1181 if (op->range-- <= 0)
1157 remove_ob(op); 1182 {
1158 free_object(op); 1183 op->destroy ();
1159 return; 1184 return;
1185 }
1186
1187 mapxy pos (op);
1188 pos.move (op->direction);
1189
1190 if (!pos.normalise ())
1160 } 1191 {
1161 1192 op->destroy ();
1162 owner = get_owner(op);
1163#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive
1166 */
1167 if (owner == NULL) {
1168 remove_ob(op);
1169 free_object(op);
1170 return; 1193 return;
1194 }
1195
1196 mapspace &ms = pos.ms ();
1197
1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1171 } 1199 {
1172#endif
1173
1174 new_x = op->x + DIRX(op);
1175 new_y = op->y + DIRY(op);
1176
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1178
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1181 tag_t tag = op->count;
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1185 */ 1203 */
1186 if ( ! was_destroyed (op, tag)) { 1204 op->destroy ();
1187 remove_ob (op);
1188 free_object(op);
1189 }
1190 return; 1205 return;
1206 }
1207
1208 if (!op->direction)
1191 } 1209 {
1192 1210 op->destroy ();
1193 remove_ob(op);
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1195 free_object(op);
1196 return; 1211 return;
1197 } 1212 }
1198 op->x = new_x; 1213
1199 op->y = new_y; 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1215 if (i > 0 && i != op->direction)
1216 {
1203 op->direction=i; 1217 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1205 } 1219 }
1206 insert_ob_in_map(op,op->map,op,0); 1220
1221 pos.insert (op, op);
1207} 1222}
1208 1223
1209/**************************************************************************** 1224/****************************************************************************
1210 * Destruction 1225 * Destruction
1211 ****************************************************************************/ 1226 ****************************************************************************/
1227
1212/* make_object_glow() - currently only makes living objects glow. 1228/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1217 */ 1233 */
1218 1234int
1219int make_object_glow(object *op, int radius, int time) { 1235make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1236{
1221
1222 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1239 return 0;
1225 1240
1226 tmp=get_archetype(FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1243 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1245 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1248
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); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1238 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1240 1253
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; 1254 return 1;
1247} 1255}
1248 1256
1249 1257int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1258cast_destruction (object *op, object *caster, object *spell_ob)
1259{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1261 sint16 sx, sy;
1255 mapstruct *m; 1262 maptile *m;
1256 object *tmp; 1263 object *tmp;
1257 const char *skill; 1264 const char *skill;
1258 1265
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1266 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1267 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1268 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1269 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1270 friendly = 1;
1263 1271
1264 /* destruction doesn't use another spell object, so we need 1272 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1273 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1274 * 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 1275 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1276 * the full share string/free_string route.
1269 */ 1277 */
1270 skill = op->skill; 1278 skill = op->skill;
1279 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1280 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1281 else if (caster->skill)
1282 op->skill = caster->skill;
1283 else
1273 else op->skill = NULL; 1284 op->skill = NULL;
1274 1285
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1276 1287
1277 for(i= -range; i<range; i++) { 1288 for (i = -range; i <= range; i++)
1289 {
1278 for(j=-range; j<range ; j++) { 1290 for (j = -range; j <= range; j++)
1291 {
1279 m = op->map; 1292 m = op->map;
1280 sx = op->x + i; 1293 sx = op->x + i;
1281 sy = op->y + j; 1294 sy = op->y + j;
1295
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1297 if (mflags & P_OUT_OF_MAP)
1298 continue;
1299
1284 if (mflags & P_IS_ALIVE) { 1300 if (mflags & P_IS_ALIVE)
1301 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1304 break;
1305
1306 if (tmp)
1287 } 1307 {
1288 if (tmp) { 1308 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1309 tmp = tmp->head;
1290 1310
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1311 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1313 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1315 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1295 if (spell_ob->other_arch) { 1318 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1319 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 } 1320 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1322 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1324 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 } 1325 }
1311 } 1326 }
1312 } 1327 }
1313 } 1328 }
1314 } 1329 }
1315 } 1330 }
1331
1316 op->skill = skill; 1332 op->skill = skill;
1317 return 1; 1333 return 1;
1318} 1334}
1319 1335
1320/*************************************************************************** 1336/***************************************************************************
1321 * 1337 *
1322 * CURSE 1338 * CURSE
1323 * 1339 *
1324 ***************************************************************************/ 1340 ***************************************************************************/
1325 1341
1342int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1343cast_curse (object *op, object *caster, object *spell_ob, int dir)
1344{
1327 object *god = find_god(determine_god(op)); 1345 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1346 object *tmp, *force;
1329 1347
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1348 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1349 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1350 {
1334 "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1352 return 0;
1336 } 1353 }
1337 1354
1355 tmp = tmp->head_ ();
1356
1338 /* If we've already got a force of this type, don't add a new one. */ 1357 /* 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) { 1358 for (force = tmp->inv; force; force = force->below)
1359 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1361 {
1341 if (force->name == spell_ob->name) { 1362 if (force->name == spell_ob->name)
1363 {
1342 break; 1364 break;
1343 } 1365 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1366 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1367 {
1346 "You can not cast %s while %s is in effect", 1368 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; 1369 return 0;
1349 } 1370 }
1350 } 1371 }
1351 } 1372 }
1352 1373
1353 if(force==NULL) { 1374 if (!force)
1375 {
1354 force=get_archetype(FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1356 if (spell_ob->race) 1379 if (spell_ob->race)
1357 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1358 else 1381 else
1359 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1360 1383
1361 force->name_pl = spell_ob->name; 1384 force->name_pl = spell_ob->name;
1362 1385
1363 } else { 1386 }
1387 else
1388 {
1364 int duration; 1389 int duration;
1365 1390
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1391 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1392 if (duration > force->duration)
1393 {
1368 force->duration = duration; 1394 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1396 }
1370 } else { 1397 else
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1399
1373 return 1; 1400 return 1;
1374 } 1401 }
1402
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1404 force->speed = 1.f;
1377 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1379 1407
1380 if(god) { 1408 if (god)
1409 {
1381 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1411 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1412 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1413 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1414 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); 1415 }
1387 } else 1416 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1417 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1418
1390 1419
1391 if(tmp!=op && op->type==PLAYER) 1420 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1422
1394 force->stats.ac = spell_ob->stats.ac; 1423 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1424 force->stats.wc = spell_ob->stats.wc;
1396 1425
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1427 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1428 tmp->update_stats ();
1400 return 1; 1429 return 1;
1401 1430
1402} 1431}
1403
1404 1432
1405/********************************************************************** 1433/**********************************************************************
1406 * mood change 1434 * mood change
1407 * Arguably, this may or may not be an attack spell. But since it 1435 * 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 1436 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1437 ***********************************************************************/
1410 1438
1411/* This covers the various spells that change the moods of monsters - 1439/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1440 * makes them angry, peacful, friendly, etc.
1413 */ 1441 */
1442int
1414int mood_change(object *op, object *caster, object *spell) { 1443mood_change (object *op, object *caster, object *spell)
1444{
1415 object *tmp, *god, *head; 1445 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1446 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1447 sint16 x, y, nx, ny;
1418 mapstruct *m; 1448 maptile *m;
1419 const char *race; 1449 const char *race;
1420 1450
1421 /* We precompute some values here so that we don't have to keep 1451 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1452 * doing it over and over again.
1423 */ 1453 */
1424 god=find_god(determine_god(op)); 1454 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1455 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1456 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1457
1428 /* On the bright side, no monster should ever have a race of GOD_... 1458 /* 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 1459 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1460 * won't ever match anything.
1431 */ 1461 */
1432 if (!spell->race) race=NULL; 1462 if (!spell->race)
1463 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1464 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1465 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1467 race = god->race;
1468 else
1435 else race = spell->race; 1469 race = spell->race;
1436
1437 1470
1438 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1472 for (y = op->y - range; y <= op->y + range; y++)
1440 1473 {
1441 done_one=0; 1474 done_one = 0;
1442 m = op->map; 1475 m = op->map;
1443 nx = x; 1476 nx = x;
1444 ny = y; 1477 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1479 if (mflags & P_OUT_OF_MAP)
1480 continue;
1447 1481
1448 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1483 if (!(mflags & P_IS_ALIVE))
1484 continue;
1450 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1493 break;
1453 1494
1454 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1496 if (!tmp || tmp->type == PLAYER)
1497 continue;
1456 1498
1457 /* Only the head has meaningful data, so resolve to that */ 1499 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1500 if (tmp->head)
1501 head = tmp->head;
1502 else
1459 else head=tmp; 1503 head = tmp;
1460 1504
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* 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; 1506 if (race && head->race && !strstr (race, head->race))
1507 continue;
1508
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1510 continue;
1464 1511
1465 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1513 best_at = -1;
1467 if (spell->attacktype) { 1514 if (spell->attacktype)
1515 {
1468 for (at=0; at < NROFATTACKS; at++) 1516 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1517 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1518 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1519 best_at = at;
1471 1520
1472 if (best_at == -1) at=0; 1521 if (best_at == -1)
1522 at = 0;
1523 else
1524 {
1525 if (head->resist[best_at] == 100)
1526 continue;
1473 else { 1527 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1528 at = head->resist[best_at] / 5;
1476 } 1529 }
1477 at -= level / 5; 1530 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1531 if (did_make_save (head, head->level, at))
1532 continue;
1479 } 1533 }
1480 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1535 {
1481 /* 1536 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1538 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1540
1486 The chance will then be in the range [20-70] percent, not too bad. 1541 The chance will then be in the range [20-70] percent, not too bad.
1487 1542
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1544 charm a level 125 monster...
1490 1545
1491 Ryo, august 14th 1546 Ryo, august 14th
1492 */ 1547 */
1493 {
1494 if ( head->level > level ) continue; 1548 if (head->level > level)
1549 continue;
1550
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1552 /* Failed, no effect */
1497 continue; 1553 continue;
1498 } 1554 }
1499 1555
1500 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1501 1557
1502 /* aggravation */ 1558 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1560 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1562 remove_friendly_object (head);
1507
1508 done_one = 1; 1563 done_one = 1;
1509 head->enemy = op; 1564 head->enemy = op;
1510 } 1565 }
1511 1566
1512 /* calm monsters */ 1567 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1568 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1569 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1570 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1571 head->enemy = NULL;
1516 done_one = 1; 1572 done_one = 1;
1517 } 1573 }
1518 1574
1519 /* berserk monsters */ 1575 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1577 {
1521 SET_FLAG(head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1579 done_one = 1;
1523 } 1580 }
1581
1524 /* charm */ 1582 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 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. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1591 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1593 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1594 head->attack_movement = PETMOVE;
1535 done_one = 1; 1595 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1596 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1597 head->stats.exp = 0;
1538 } 1598 }
1539 1599
1540 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1601 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1603 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1604
1549 return 1; 1605 return 1;
1550} 1606}
1551 1607
1552 1608
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1609/* 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 1610 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1611 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1612 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1613 * note that duration is handled by process_object() in time.c
1558 */ 1614 */
1559 1615
1616void
1560void move_ball_spell(object *op) { 1617move_ball_spell (object *op)
1618{
1561 int i,j,dam_save,dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1563 object *owner; 1621 object *owner;
1564 mapstruct *m; 1622 maptile *m;
1565 1623
1566 owner = get_owner(op); 1624 owner = op->owner;
1567 1625
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1626 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1627 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1629 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1630 * deviations.
1573 */ 1631 */
1574 1632
1575 dir = 0; 1633 dir = 0;
1576 if(!(rndm(0, 3))) 1634 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1635 j = rndm (0, 1);
1578 else j=0; 1636 else
1637 j = 0;
1579 1638
1580 for(i = 1; i < 9; i++) { 1639 for (i = 1; i < 9; i++)
1640 {
1581 /* i bit 0: alters sign of offset 1641 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1642 * other bits (i / 2): absolute value of offset
1583 */ 1643 */
1584 1644
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1646 int tmpdir = absdir (op->direction + offset);
1587 1647
1588 nx = op->x + freearr_x[tmpdir]; 1648 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1649 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1650 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1651 {
1592 dir = tmpdir; 1652 dir = tmpdir;
1593 break; 1653 break;
1594 } 1654 }
1595 } 1655 }
1596 if (dir == 0) { 1656 if (dir == 0)
1657 {
1597 nx = op->x; 1658 nx = op->x;
1598 ny = op->y; 1659 ny = op->y;
1599 m = op->map; 1660 m = op->map;
1600 } 1661 }
1601 1662
1602 remove_ob(op); 1663 m->insert (op, nx, ny, op);
1603 op->y=ny; 1664
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1666 surrounding squares */
1609 1667
1610 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1670 * the surround spaces.
1613 */ 1671 */
1614 for(j=0;j<9;j++) { 1672 for (j = 0; j < 9; j++)
1615 object *new_ob; 1673 {
1616
1617 hx = nx+freearr_x[j]; 1674 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1675 hy = ny + freearr_y[j];
1619 1676
1620 m = op->map; 1677 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1679
1623 if (mflags & P_OUT_OF_MAP) continue; 1680 if (mflags & P_OUT_OF_MAP)
1681 continue;
1624 1682
1625 /* first, don't ever, ever hit the owner. Don't hit out 1683 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1684 * of the map either.
1627 */ 1685 */
1628 1686
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1688 {
1689 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1690 op->stats.dam = dam_save / 2;
1691
1631 hit_map(op,j,op->attacktype,1); 1692 hit_map (op, j, op->attacktype, 1);
1632
1633 } 1693 }
1634 1694
1635 /* insert the other arch */ 1695 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1637 new_ob = arch_to_object(op->other_arch); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1698 }
1643 1699
1644 /* restore to the center location and damage*/ 1700 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1646 1702
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1703 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1704
1649 if(i>=0) { /* we have a preferred direction! */ 1705 if (i >= 0)
1706 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1708 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1711
1655 op->direction=i; 1712 op->direction = i;
1656 } 1713 }
1657} 1714}
1658 1715
1659
1660/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1661 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1662 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1663 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1722 */
1667 1723void
1668void move_swarm_spell(object *op) 1724move_swarm_spell (object *op)
1669{ 1725{
1670 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 1726#if 0
1692 // this is bogus: it causes wrong places to be checked below 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1693 // (a wall 2 cells away will block the effect...) and 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1694 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1729 sint16 target_x, target_y, origin_x, origin_y;
1695 // space. 1730 int adjustdir;
1696 // should be fixed later, but correctness before featurs... 1731 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 1732#endif
1733 object *owner = op->env;
1739 1734
1735 if (!owner) // MUST not happen, remove when true TODO
1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1738 op->destroy ();
1739 return;
1740 }
1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1748 op->duration--;
1749
1750 int basedir = op->direction;
1751 if (!basedir)
1752 /* spray in all directions! 8) */
1753 basedir = (op->facing += op->state) % 8 + 1;
1754
1755#if 0
1756 // this is bogus: it causes wrong places to be checked below
1757 // (a wall 2 cells away will block the effect...) and
1758 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1759 // space.
1760 // should be fixed later, but correctness before features...
1761 // (schmorp)
1762
1763 /* new offset calculation to make swarm element distribution
1764 * more uniform
1765 */
1766 if (op->duration)
1767 {
1768 if (basedir & 1)
1769 {
1770 adjustdir = cardinal_adjust[rndm (0, 8)];
1771 }
1772 else
1773 {
1774 adjustdir = diagonal_adjust[rndm (0, 9)];
1775 }
1776 }
1777 else
1778 {
1779 adjustdir = 0; /* fire the last one from forward. */
1780 }
1781
1782 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1783 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1784
1785 /* back up one space so we can hit point-blank targets, but this
1786 * necessitates extra out_of_map check below
1787 */
1788 origin_x = target_x - freearr_x[basedir];
1789 origin_y = target_y - freearr_y[basedir];
1790
1791
1740 /* spell pointer is set up for the spell this casts. Since this 1792 /* spell pointer is set up for the spell this casts. Since this
1741 * should just be a pointer to the spell in some inventory, 1793 * should just be a pointer to the spell in some inventory,
1742 * it is unlikely to disappear by the time we need it. However, 1794 * it is unlikely to disappear by the time we need it. However,
1743 * do some sanity checking anyways. 1795 * do some sanity checking anyways.
1744 */ 1796 */
1745 1797
1746 if (op->spell && op->spell->type == SPELL) 1798 if (op->spell && op->spell->type == SPELL &&
1799 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1800 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1747 { 1801 {
1802
1748 /* Bullet spells have a bunch more customization that needs to be done */ 1803 /* Bullet spells have a bunch more customization that needs to be done */
1749 if (op->spell->subtype == SP_BULLET) 1804 if (op->spell->subtype == SP_BULLET)
1750 fire_bullet(owner, op, basedir, op->spell); 1805 fire_bullet (owner, op, basedir, op->spell);
1751 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1807 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1808 }
1809#endif
1810
1811 /* spell pointer is set up for the spell this casts. Since this
1812 * should just be a pointer to the spell in some inventory,
1813 * it is unlikely to disappear by the time we need it. However,
1814 * do some sanity checking anyways.
1815 */
1816
1817 if (op->spell && op->spell->type == SPELL)
1818 {
1819 /* Bullet spells have a bunch more customization that needs to be done */
1820 if (op->spell->subtype == SP_BULLET)
1821 fire_bullet (owner, op, basedir, op->spell);
1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1752 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1823 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1753 } 1824 }
1754} 1825}
1755
1756
1757
1758 1826
1759/* fire_swarm: 1827/* fire_swarm:
1760 * The following routine creates a swarm of objects. It actually 1828 * The following routine creates a swarm of objects. It actually
1761 * sets up a specific swarm object, which then fires off all 1829 * sets up a specific swarm object, which then fires off all
1762 * the parts of the swarm. 1830 * the parts of the swarm.
1765 * caster: the caster (owner, wand, rod, scroll) 1833 * caster: the caster (owner, wand, rod, scroll)
1766 * dir: the direction everything will be fired in 1834 * dir: the direction everything will be fired in
1767 * spell - the spell that is this spell. 1835 * spell - the spell that is this spell.
1768 * n: the number to be fired. 1836 * n: the number to be fired.
1769 */ 1837 */
1770 1838int
1771int fire_swarm (object *op, object *caster, object *spell, int dir) 1839fire_swarm (object *op, object *caster, object *spell, int dir)
1772{ 1840{
1773 object *tmp;
1774 int i;
1775
1776 if (!spell->other_arch) return 0; 1841 if (!spell->other_arch)
1842 return 0;
1777 1843
1778 tmp=get_archetype(SWARM_SPELL); 1844 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); 1845 set_spell_skill (op, caster, spell, tmp);
1783
1784 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1846 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1785 tmp->spell = arch_to_object(spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1786
1787 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1788 1849
1789 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1790 if ( ! tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1791 return 1; 1852 return 1;
1792 } 1853
1793 tmp->duration = SP_level_duration_adjust(caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1794 for (i=0; i< spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1795 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1796 1857
1797 tmp->direction=dir;
1798 tmp->invisible=1; 1858 tmp->invisible = 1;
1799 insert_ob_in_map(tmp,op->map,op,0); 1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1860 tmp->direction = dir;
1861 tmp->facing = rndm (1, 8); // initial firing direction
1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1863
1864 op->insert (tmp);
1865
1800 return 1; 1866 return 1;
1801} 1867}
1802
1803 1868
1804/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
1805 * function. 1870 * function.
1806 */ 1871 */
1872int
1807int cast_light(object *op,object *caster,object *spell, int dir) { 1873cast_light (object *op, object *caster, object *spell, int dir)
1874{
1808 object *target=NULL,*tmp=NULL; 1875 object *target = NULL, *tmp = NULL;
1809 sint16 x,y; 1876 sint16 x, y;
1810 int dam, mflags; 1877 int dam, mflags;
1811 mapstruct *m; 1878 maptile *m;
1812 1879
1813 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 1881
1815 if(!dir) { 1882 if (!dir)
1883 {
1816 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1884 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1817 return 0; 1885 return 0;
1818 } 1886 }
1819 1887
1820 x=op->x+freearr_x[dir]; 1888 x = op->x + freearr_x[dir];
1821 y=op->y+freearr_y[dir]; 1889 y = op->y + freearr_y[dir];
1822 m = op->map; 1890 m = op->map;
1823 1891
1824 mflags = get_map_flags(m, &m, x, y, &x, &y); 1892 mflags = get_map_flags (m, &m, x, y, &x, &y);
1825 1893
1826 if (mflags & P_OUT_OF_MAP) { 1894 if (mflags & P_OUT_OF_MAP)
1895 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1896 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1828 return 0; 1897 return 0;
1829 } 1898 }
1830 1899
1831 if (mflags & P_IS_ALIVE && spell->attacktype) { 1900 if (mflags & P_IS_ALIVE && spell->attacktype)
1901 {
1832 for(target=get_map_ob(m,x,y);target;target=target->above) 1902 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1833 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1903 if (QUERY_FLAG (target, FLAG_MONSTER))
1904 {
1834 /* oky doky. got a target monster. Lets make a blinding attack */ 1905 /* oky doky. got a target monster. Lets make a blinding attack */
1906 if (target->head)
1835 if(target->head) target = target->head; 1907 target = target->head;
1908
1836 (void) hit_player(target,dam,op,spell->attacktype,1); 1909 hit_player (target, dam, op, spell->attacktype, 1);
1837 return 1; /* one success only! */ 1910 return 1; /* one success only! */
1838 } 1911 }
1839 } 1912 }
1840 1913
1841 /* no live target, perhaps a wall is in the way? */ 1914 /* no live target, perhaps a wall is in the way? */
1842 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1915 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1916 {
1843 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1917 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1844 return 0; 1918 return 0;
1845 } 1919 }
1846 1920
1847 /* ok, looks groovy to just insert a new light on the map */ 1921 /* ok, looks groovy to just insert a new light on the map */
1848 tmp=arch_to_object(spell->other_arch); 1922 tmp = arch_to_object (spell->other_arch);
1849 if(!tmp) { 1923 if (!tmp)
1924 {
1850 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1925 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1851 return 0; 1926 return 0;
1852 } 1927 }
1853 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1928 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1854 if (tmp->glow_radius) { 1929 if (tmp->glow_radius)
1930 {
1855 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1931 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; 1932 if (tmp->glow_radius > MAX_LIGHT_RADII)
1933 tmp->glow_radius = MAX_LIGHT_RADII;
1857 } 1934 }
1858 tmp->x=x; 1935
1859 tmp->y=y; 1936 m->insert (tmp, x, y, op);
1860 insert_ob_in_map(tmp,m,op,0);
1861 return 1; 1937 return 1;
1862} 1938}
1863
1864
1865
1866 1939
1867/* cast_cause_disease: this spell looks along <dir> from the 1940/* cast_cause_disease: this spell looks along <dir> from the
1868 * player and infects someone. 1941 * player and infects someone.
1869 * op is the player/monster, caster is the object, dir is the direction 1942 * 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 1943 * to cast, disease_arch is the specific disease, and type is the spell number
1871 * perhaps this should actually be in disease.c? 1944 * perhaps this should actually be in disease.c?
1872 */ 1945 */
1873 1946int
1874int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1947cast_cause_disease (object *op, object *caster, object *spell, int dir)
1948{
1875 sint16 x,y; 1949 sint16 x, y;
1876 int i, mflags, range, dam_mod, dur_mod; 1950 int i, mflags, range, dam_mod, dur_mod;
1877 object *walk; 1951 object *walk;
1878 mapstruct *m; 1952 maptile *m;
1879 1953
1880 x = op->x; 1954 x = op->x;
1881 y = op->y; 1955 y = op->y;
1882 1956
1883 /* If casting from a scroll, no direction will be available, so refer to the 1957 /* If casting from a scroll, no direction will be available, so refer to the
1884 * direction the player is pointing. 1958 * direction the player is pointing.
1885 */ 1959 */
1960 if (!dir)
1886 if (!dir) dir=op->facing; 1961 dir = op->facing;
1962
1963 if (!dir)
1887 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1964 return 0; /* won't find anything if casting on ourself, so just return */
1888 1965
1889 /* Calculate these once here */ 1966 /* Calculate these once here */
1890 range = spell->range + SP_level_range_adjust(caster, spell); 1967 range = spell->range + SP_level_range_adjust (caster, spell);
1891 dam_mod = SP_level_dam_adjust(caster, spell); 1968 dam_mod = SP_level_dam_adjust (caster, spell);
1892 dur_mod = SP_level_duration_adjust(caster, spell); 1969 dur_mod = SP_level_duration_adjust (caster, spell);
1893 1970
1894 /* search in a line for a victim */ 1971 /* search in a line for a victim */
1895 for(i=1; i<range; i++) { 1972 for (i = 1; i < range; i++)
1973 {
1896 x = op->x + i * freearr_x[dir]; 1974 x = op->x + i * freearr_x[dir];
1897 y = op->y + i * freearr_y[dir]; 1975 y = op->y + i * freearr_y[dir];
1898 m = op->map; 1976 m = op->map;
1899 1977
1900 mflags = get_map_flags(m, &m, x, y, &x, &y); 1978 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1979
1902 if (mflags & P_OUT_OF_MAP) return 0; 1980 if (mflags & P_OUT_OF_MAP)
1981 return 0;
1903 1982
1904 /* don't go through walls - presume diseases are airborne */ 1983 /* don't go through walls - presume diseases are airborne */
1905 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1984 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1985 return 0;
1906 1986
1907 /* Only bother looking on this space if there is something living here */ 1987 /* Only bother looking on this space if there is something living here */
1908 if (mflags & P_IS_ALIVE) { 1988 if (mflags & P_IS_ALIVE)
1989 {
1909 /* search this square for a victim */ 1990 /* search this square for a victim */
1910 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1991 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 */ 1992 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1993 { /* found a victim */
1912 object *disease = arch_to_object(spell->other_arch); 1994 object *disease = arch_to_object (spell->other_arch);
1913 1995
1914 set_owner(disease,op); 1996 disease->set_owner (op);
1915 set_spell_skill(op, caster, spell, disease); 1997 set_spell_skill (op, caster, spell, disease);
1916 disease->stats.exp = 0; 1998 disease->stats.exp = 0;
1917 disease->level = caster_level(caster, spell); 1999 disease->level = caster_level (caster, spell);
1918 2000
1919 /* do level adjustments */ 2001 /* do level adjustments */
1920 if(disease->stats.wc) 2002 if (disease->stats.wc)
1921 disease->stats.wc += dur_mod/2; 2003 disease->stats.wc += dur_mod / 2;
1922 2004
1923 if(disease->magic> 0) 2005 if (disease->magic > 0)
1924 disease->magic += dur_mod/4; 2006 disease->magic += dur_mod / 8;
1925 2007
1926 if(disease->stats.maxhp>0) 2008 if (disease->stats.maxhp > 0)
1927 disease->stats.maxhp += dur_mod; 2009 disease->stats.maxhp += dur_mod;
1928 2010
1929 if(disease->stats.maxgrace>0) 2011 if (disease->stats.maxgrace > 0)
1930 disease->stats.maxgrace += dur_mod; 2012 disease->stats.maxgrace += dur_mod;
1931 2013
1932 if(disease->stats.dam) { 2014 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 2015 {
1949 if(disease->stats.ac) 2016 if (disease->stats.dam > 0)
1950 disease->stats.ac += dam_mod; 2017 disease->stats.dam += dam_mod;
1951 2018 else
1952 if(disease->last_eat)
1953 disease->last_eat -= dam_mod;
1954
1955 if(disease->stats.hp)
1956 disease->stats.hp -= dam_mod; 2019 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 } 2020 }
1974 free_object(disease); 2021
2022 if (disease->last_sp)
2023 {
2024 disease->last_sp -= 2 * dam_mod;
2025 if (disease->last_sp < 1)
2026 disease->last_sp = 1;
1975 } 2027 }
2028
2029 if (disease->stats.maxsp)
2030 {
2031 if (disease->stats.maxsp > 0)
2032 disease->stats.maxsp += dam_mod;
2033 else
2034 disease->stats.maxsp -= dam_mod;
2035 }
2036
2037 if (disease->stats.ac)
2038 disease->stats.ac += dam_mod;
2039
2040 if (disease->last_eat)
2041 disease->last_eat -= dam_mod;
2042
2043 if (disease->stats.hp)
2044 disease->stats.hp -= dam_mod;
2045
2046 if (disease->stats.sp)
2047 disease->stats.sp -= dam_mod;
2048
2049 if (infect_object (walk, disease, 1))
2050 {
2051 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2052
2053 disease->destroy (); /* don't need this one anymore */
2054 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2055 return 1;
2056 }
2057
2058 disease->destroy ();
2059 }
1976 } /* if living creature */ 2060 } /* if living creature */
1977 } /* for range of spaces */ 2061 } /* for range of spaces */
2062
1978 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2063 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1979 return 1; 2064 return 1;
1980} 2065}

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