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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.6 by root, Tue Aug 29 08:01:38 2006 UTC vs.
Revision 1.70 by elmex, Sun Dec 21 20:35:37 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 1.6 2006/08/29 08:01:38 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
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164 161void
165void move_bolt(object *op) { 162move_bolt (object *op)
166 object *tmp; 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 mapstruct *m; 166 maptile *m;
170 167
171 if(--(op->duration)<0) { 168 if (--op->duration < 0)
172 remove_ob(op); 169 {
173 free_object(op); 170 op->drop_and_destroy ();
171 return;
172 }
173
174 hit_map (op, 0, op->attacktype, 1);
175
176 if (!op->direction)
177 return;
178
179 if (--op->range < 0)
180 op->range = 0;
181 else
182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
174 return; 189 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 190
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 194 * will be useful.
195 */ 195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 197 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 199 return;
201 200
202 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 203 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 204 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 205 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 206 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 207 * to the southwest.
209 */ 208 */
210 if(op->direction&1) 209 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 210 op->direction = absdir (op->direction + 4);
212 else { 211 else
212 {
213 int left, right; 213 int left, right;
214 int mflags; 214 int mflags;
215 215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 219 * op->direction-1 or op->direction+1 does not exist.
220 */ 220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 229
230 if(left==right) 230 if (left == right)
231 op->direction=absdir(op->direction+4); 231 op->direction = absdir (op->direction + 4);
232 else if(left) 232 else if (left)
233 op->direction=absdir(op->direction+2); 233 op->direction = absdir (op->direction + 2);
234 else if(right) 234 else if (right)
235 op->direction=absdir(op->direction-2); 235 op->direction = absdir (op->direction - 2);
236 } 236 }
237
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 239 return;
239 } 240 }
241 else
240 else { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 243 object *tmp = op->clone ();
242 copy_object(op,tmp); 244
245 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 246 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 248 tmp->duration++;
248 249
249 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 251 * going off in other directions.
251 */ 252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
252 255
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
258 */ 258 */
259 op->range = 0; 259 op->range = 0;
260 } /* copy object and move it along */ 260 } /* copy object and move it along */
261 } /* if move bolt along */ 261 } /* if move bolt along */
262} 262}
263 263
264/* fire_bolt 264/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 268 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
270 * pointers. 270 * pointers.
271 */ 271 */
272 272int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
274 object *tmp=NULL; 275 object *tmp = NULL;
275 int mflags; 276 int mflags;
276 277
277 if (!spob->other_arch) 278 if (!spob->other_arch)
278 return 0; 279 return 0;
279 280
280 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 282 if (tmp == NULL)
282 return 0; 283 return 0;
283 284
284 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 288
289 if (spob->slaying)
290 tmp->slaying = spob->slaying;
291
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
292 296
293 tmp->direction=dir; 297 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
296 300
297 set_owner(tmp,op); 301 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
299 303
300 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 306 tmp->map = op->map;
303 307
308 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 311 {
312 tmp->drop_and_destroy ();
307 return 0; 313 return 0;
308 } 314 }
315
316 tmp->map = newmap;
317
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 321 {
322 tmp->drop_and_destroy ();
312 return 0; 323 return 0;
313 } 324 }
325
314 tmp->x=op->x; 326 tmp->x = op->x;
315 tmp->y=op->y; 327 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 329 tmp->map = op->map;
318 } 330 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 333 move_bolt (tmp);
334
321 return 1; 335 return 1;
322} 336}
323
324
325 337
326/*************************************************************************** 338/***************************************************************************
327 * 339 *
328 * BULLET/BALL CODE 340 * BULLET/BALL CODE
329 * 341 *
330 ***************************************************************************/ 342 ***************************************************************************/
331 343
332/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 346 * At least that is what I think this does.
335 */ 347 */
348void
336void explosion(object *op) { 349explosion (object *op)
337 object *tmp; 350{
338 mapstruct *m=op->map; 351 maptile *m = op->map;
339 int i; 352 int i;
340 353
341 if(--(op->duration)<0) { 354 if (--op->duration < 0)
342 remove_ob(op); 355 {
343 free_object(op); 356 op->destroy ();
344 return; 357 return;
345 } 358 }
359
346 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
347 361
348 if(op->range>0) { 362 if (op->range > 0)
363 {
349 for(i=1;i<9;i++) { 364 for (i = 1; i < 9; i++)
365 {
350 sint16 dx,dy; 366 sint16 dx, dy;
351 367
352 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
354 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 372 * out of map, etc.
356 */ 373 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 375 {
359 copy_object(op,tmp); 376 object *tmp = op->clone ();
377
360 tmp->state=0; 378 tmp->state = 0;
361 tmp->speed_left= -0.21; 379 tmp->speed_left = -0.21f;
362 tmp->range--; 380 tmp->range--;
363 tmp->value=0; 381 tmp->value = 0;
364 tmp->x=dx; 382
365 tmp->y=dy; 383 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 384 }
368 } 385 }
369 } 386 }
370} 387}
371
372 388
373/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
375 * explode. 391 * explode.
376 */ 392 */
393void
377void explode_bullet(object *op) 394explode_bullet (object *op)
378{ 395{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 396 object *tmp, *owner;
381 397
382 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 401 op->destroy ();
385 free_object (op); 402 return;
403 }
404
405 if (op->env)
406 {
407 object *env = op->outer_env ();
408
409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
412 op->destroy ();
413 return;
414 }
415
416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
417 }
418 else if (out_of_map (op->map, op->x, op->y))
419 {
420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
421 op->destroy ();
422 return;
423 }
424
425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
426 // NOTE: If this breaks something important: remove this. I can't think of anything
427 // bad at the moment that might happen from this.
428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
429 {
430 op->destroy ();
431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
386 return; 439 return;
387 } 440 }
388 441
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
428 444
429 copy_owner (tmp, op); 445 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 447
433 owner = get_owner(op); 448 owner = op->owner;
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
435 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
436 remove_ob (op); 454 {
437 free_object (op); 455 op->destroy ();
438 return; 456 return;
439 } 457 }
440 tmp->x = op->x;
441 tmp->y = op->y;
442 458
443 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
445 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 463 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 465 tmp->duration = op->duration;
449 } else { 466 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
451 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 477 * the count of the parent should work fine.
457 */ 478 */
458 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
459 } 480 }
460 481
461 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
464 485
465 /* Prevent recursion */ 486 /* Prevent recursion */
466 op->move_on = 0; 487 op->move_on = 0;
467 488
468 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
469 /* remove the firebullet */ 492 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 494}
475
476
477 495
478/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
480 */ 498 */
481 499void
482void check_bullet(object *op) 500check_bullet (object *op)
483{ 501{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 502 object *tmp;
486 int dam, mflags; 503 int dam, mflags;
487 mapstruct *m; 504 maptile *m;
488 sint16 sx, sy; 505 sint16 sx, sy;
489 506
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 508
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 510 return;
494 511
495 if (op->other_arch) { 512 if (op->other_arch)
513 {
496 /* explode object will also remove op */ 514 /* explode object will also remove op */
497 explode_bullet (op); 515 explode_bullet (op);
498 return; 516 return;
499 } 517 }
500 518
501 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
503 522
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
505 { 524 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 526 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
510 || (op->stats.dam -= dam) < 0) 529 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 { 531 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 533 {
514 free_object(op); 534 op->destroy ();
515 return; 535 return;
516 } 536 }
517 } 537 }
518 } 538 }
519 } 539 }
520} 540}
521
522 541
523/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 543 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
527 */ 546 */
528 547void
529void move_bullet(object *op) 548move_bullet (object *op)
530{ 549{
531 sint16 new_x, new_y; 550 sint16 new_x, new_y;
532 int mflags; 551 int mflags;
533 mapstruct *m; 552 maptile *m;
534 553
535#if 0 554#if 0
536 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
537 556
538 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 559 if (op->stats.sp == SP_METEOR)
560 {
541 replace_insert_ob_in_map("fire_trail",op); 561 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
543 return; 563 return;
544 } /* end addition. */ 564 } /* end addition. */
545#endif 565#endif
546 566
547 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 568 if (--op->range <= 0)
569 {
549 if (op->other_arch) { 570 if (op->other_arch)
550 explode_bullet (op); 571 explode_bullet (op);
551 } else { 572 else
552 remove_ob (op); 573 op->destroy ();
553 free_object (op); 574
554 }
555 return; 575 return;
556 } 576 }
557 577
558 new_x = op->x + DIRX(op); 578 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 579 new_y = op->y + DIRY (op);
560 m = op->map; 580 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 582
563 if (mflags & P_OUT_OF_MAP) { 583 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 584 {
565 free_object (op); 585 op->destroy ();
566 return; 586 return;
567 } 587 }
568 588
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
590 {
570 if (op->other_arch) { 591 if (op->other_arch)
571 explode_bullet (op); 592 explode_bullet (op);
572 } else { 593 else
573 remove_ob (op); 594 op->destroy ();
574 free_object (op); 595
575 }
576 return; 596 return;
577 } 597 }
578 598
579 remove_ob (op); 599 if (!(op = m->insert (op, new_x, new_y, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 600 return;
584 601
585 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
586 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 605 update_turn_face (op);
588 } else { 606 }
607 else
589 check_bullet (op); 608 check_bullet (op);
590 }
591} 609}
592
593
594
595 610
596/* fire_bullet 611/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 615 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
602 * pointers. 617 * pointers.
603 */ 618 */
604 619int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
606 object *tmp=NULL; 622 object *tmp = NULL;
607 int mflags; 623 int mflags;
608 624
609 if (!spob->other_arch) 625 if (!spob->other_arch)
610 return 0; 626 return 0;
611 627
612 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
613 if(tmp==NULL) 629 if (!tmp)
614 return 0; 630 return 0;
615 631
616 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 635 if (spob->slaying)
636 tmp->slaying = spob->slaying;
620 637
621 tmp->range = 50; 638 tmp->range = 50;
622 639
623 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 644
628 tmp->direction=dir; 645 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
631 648
632 set_owner(tmp,op); 649 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
634 651
635 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 654 tmp->map = op->map;
638 655
656 maptile *newmap;
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp); 659 {
660 tmp->destroy ();
642 return 0; 661 return 0;
643 } 662 }
663
664 tmp->map = newmap;
665
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
667 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 669 {
670 tmp->destroy ();
647 return 0; 671 return 0;
648 } 672 }
673
649 tmp->x=op->x; 674 tmp->x = op->x;
650 tmp->y=op->y; 675 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 676 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 677 tmp->map = op->map;
653 } 678 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 679
680 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 681 check_bullet (tmp);
656 } 682
657 return 1; 683 return 1;
658} 684}
659
660
661
662 685
663/***************************************************************************** 686/*****************************************************************************
664 * 687 *
665 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
666 * 689 *
667 *****************************************************************************/ 690 *****************************************************************************/
668 691
669
670/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
693void
671void cone_drop(object *op) { 694cone_drop (object *op)
695{
672 object *new_ob = arch_to_object(op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
673 697
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 698 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 699 new_ob->set_owner (op->owner);
678 700
679 /* preserve skill ownership */ 701 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 702 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill);
682 new_ob->skill = add_refcount(op->skill); 703 new_ob->skill = op->skill;
683 } 704
684 insert_ob_in_map(new_ob,op->map,op,0); 705 new_ob->insert_at (op, op);
685
686} 706}
687 707
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 709
710void
690void move_cone(object *op) { 711move_cone (object *op)
691 int i; 712{
692 tag_t tag;
693
694 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 714 if (!op->map)
715 {
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
697 op->name ? op->name : "unknown");
698 op->speed = 0; 717 op->set_speed (0);
699 update_ob_speed (op); 718 return;
719 }
720
721 /* lava saves it's life, but not yours :) */
722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
723 {
724 hit_map (op, 0, op->attacktype, 0);
725 return;
726 }
727
728#if 0
729 /* Disable this - enabling it makes monsters easier, as
730 * when their cone dies when they die.
731 */
732 /* If no owner left, the spell dies out. */
733 if (op->owner == NULL)
734 {
735 op->destroy ();
736 return;
737 }
738#endif
739
740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
744
745 /* Check to see if we should push anything.
746 * Spell objects with weight push whatever they encounter to some
747 * degree.
748 */
749 if (op->weight)
750 {
751 check_spell_knockback (op);
752
753 if (!op->is_on_map ())
700 return; 754 return;
701 } 755 }
702 756
703 /* lava saves it's life, but not yours :) */ 757 if (op->duration-- < 0)
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 758 {
705 hit_map(op,0,op->attacktype,0); 759 op->destroy ();
706 return; 760 return;
707 } 761 }
708
709#if 0
710 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die.
712 */
713 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) {
715 remove_ob(op);
716 free_object(op);
717 return;
718 }
719#endif
720
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0);
723
724 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some
726 * degree.
727 */
728 if(op->weight) check_spell_knockback(op);
729
730 if (was_destroyed (op, tag))
731 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 }
738 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 763 * any further. When the duration above expires,
740 * then the object will get removed. 764 * then the object will get removed.
741 */ 765 */
742 if (--op->range < 0) { 766 if (--op->range < 0)
767 {
743 op->range=0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
744 return; 769 return;
770 }
771
772 for (int i = -1; i <= 1; i++)
745 } 773 {
774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
746 775
747 for(i= -1;i<2;i++) {
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
749 y=op->y+freearr_y[absdir(op->stats.sp+i)];
750
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 777 {
753 copy_object(op, tmp); 778 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 779
757 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
758 781
759 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 784
785 op->map->insert (tmp, x, y, op);
786
762 if (tmp->other_arch) cone_drop(tmp); 787 if (tmp->other_arch)
788 cone_drop (tmp);
763 } 789 }
764 } 790 }
765} 791}
766 792
767/* cast_cone: casts a cone spell. 793/* cast_cone: casts a cone spell.
770 * dir: direction to fire in. 796 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 797 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 798 * to fire.
773 * returns 0 on failure, 1 on success. 799 * returns 0 on failure, 1 on success.
774 */ 800 */
801int
775int cast_cone(object *op, object *caster,int dir, object *spell) 802cast_cone (object *op, object *caster, int dir, object *spell)
776{ 803{
777 object *tmp; 804 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 805 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 806 maptile *m;
780 sint16 sx, sy; 807 sint16 sx, sy;
781 MoveType movetype; 808 MoveType movetype;
782 809
783 if (!spell->other_arch) return 0; 810 if (!spell->other_arch)
811 return 0;
784 812
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
786 op->attacktype & AT_TURN_UNDEAD) { 814 {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!"); 815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
789 return 0; 816 return 0;
790 } 817 }
791 818
792 if(!dir) { 819 if (!dir)
820 {
793 range_min= 0; 821 range_min = 0;
794 range_max=8; 822 range_max = 8;
795 } 823 }
796 824
797 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 827 * insert it into is blocked.
800 */ 828 */
801 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
802 830
803 for(i=range_min;i<=range_max;i++) { 831 for (i = range_min; i <= range_max; i++)
832 {
804 sint16 x,y, d; 833 sint16 x, y, d;
805 834
806 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 838 * to hit that person.
810 */ 839 */
811 d = dir + i; 840 d = dir + i;
812 while (d < 0) d+=8; 841 while (d < 0)
842 d += 8;
813 while (d > 8) d-=8; 843 while (d > 8)
844 d -= 8;
814 845
815 /* If it's not a rune, we don't want to blast the caster. 846 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified, 847 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 848 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 849 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 850 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 851 * for the rune code.
821 */ 852 */
822 if (caster->type != RUNE && d==0) { 853 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8;
824 else continue;
825 } 854 {
826 855 if (dir != 0)
827 x = op->x+freearr_x[d]; 856 d = 8;
828 y = op->y+freearr_y[d]; 857 else
829
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 858 continue;
859 }
832 860
861 x = op->x + freearr_x[d];
862 y = op->y + freearr_y[d];
863
864 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
865 continue;
866
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 868 continue;
835 869
836 success=1; 870 success = 1;
837 tmp=arch_to_object(spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 872 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 875 tmp->attacktype = spell->attacktype;
844 876
845 /* holy word stuff */ 877 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 879 if (!tailor_god_spell (tmp, op))
848 } 880 return 0;
849 881
850 if(dir) 882 if (dir)
851 tmp->stats.sp=dir; 883 tmp->stats.sp = dir;
852 else 884 else
853 tmp->stats.sp=i; 885 tmp->stats.sp = i;
854 886
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 887 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 888
857 /* If casting it in all directions, it doesn't go as far */ 889 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 890 if (dir == 0)
891 {
859 tmp->range /= 4; 892 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 893 if (tmp->range < 2 && spell->range >= 2)
894 tmp->range = 2;
861 } 895 }
896
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 897 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 898 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 899
865 /* Special bonus for fear attacks */ 900 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 901 if (tmp->attacktype & AT_FEAR)
902 {
903 if (caster->type == PLAYER)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 904 tmp->duration += fear_bonus[caster->stats.Cha];
868 else 905 else
869 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
870 } 907 }
908
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 909 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
910 {
911 if (caster->type == PLAYER)
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 912 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
873 else 913 else
874 tmp->duration += caster->level/3; 914 tmp->duration += caster->level / 3;
875 } 915 }
876 916
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
880 spell->other_arch->name);
881 919
882 if (!tmp->move_on && tmp->stats.dam) { 920 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 922
923 m->insert (tmp, sx, sy, op);
924
889 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 926 * a single space too many times.
891 */ 927 */
892 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
893 929
894 if(tmp->other_arch) cone_drop(tmp); 930 if (tmp->other_arch)
931 cone_drop (tmp);
895 } 932 }
933
896 return success; 934 return success;
897} 935}
898 936
899/**************************************************************************** 937/****************************************************************************
900 * 938 *
901 * BOMB related code 939 * BOMB related code
902 * 940 *
903 ****************************************************************************/ 941 ****************************************************************************/
904 942
905
906/* This handles an exploding bomb. 943/* This handles an exploding bomb.
907 * op is the original bomb object. 944 * op is the original bomb object.
908 */ 945 */
946void
909void animate_bomb(object *op) { 947animate_bomb (object *op)
910 int i; 948{
911 object *env, *tmp;
912 archetype *at;
913
914 if(op->state!=NUM_ANIMATIONS(op)-1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return;
951
952 object *env = op->outer_env ();
953
954 if (op->env)
955 {
956 if (env->map == NULL)
915 return; 957 return;
916 958
917 959 if (!(op = op->insert_at (env, op)))
918 env = object_get_env_recursive(op);
919
920 if (op->env) {
921 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 960 return;
942 } 961 }
943 962
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
967 {
968 op->destroy ();
969 return;
970 }
971
944 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 974 * so just set up the appropriate values.
947 */ 975 */
948 at = find_archetype(SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 977 {
950 for(i=1;i<9;i++) { 978 for (int i = 1; i < 9; i++)
979 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 981 continue;
982
953 tmp = arch_to_object(at); 983 object *tmp = arch_to_object (at);
954 tmp->direction = i; 984 tmp->direction = i;
955 tmp->range = op->range; 985 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 987 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 989 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 990 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill);
962 tmp->skill = add_refcount(op->skill); 991 tmp->skill = op->skill;
963 } 992
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 994 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 995
967 tmp->y = op->y + freearr_x[i]; 996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp); 997 move_bullet (tmp);
970 } 998 }
971 } 999 }
972 1000
973 explode_bullet(op); 1001 explode_bullet (op);
974} 1002}
975 1003
1004int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1005create_bomb (object *op, object *caster, int dir, object *spell)
977 1006{
978 object *tmp; 1007 object *tmp;
979 int mflags; 1008 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1010 maptile *m;
982 1011
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
984 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1021 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1023 return 0;
1024 }
987 } 1025 }
1026
988 tmp=arch_to_object(spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
989 1028
990 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1033 tmp->attacktype = spell->attacktype;
995 1034
996 set_owner(tmp,op); 1035 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1036 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1037
999 tmp->y=dy; 1038 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1039 return 1;
1002} 1040}
1003 1041
1004/**************************************************************************** 1042/****************************************************************************
1005 * 1043 *
1006 * smite related spell code. 1044 * smite related spell code.
1014 * dir is the direction to look in. 1052 * dir is the direction to look in.
1015 * range is how far out to look. 1053 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1018 */ 1056 */
1019 1057object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1058get_pointed_target (object *op, int dir, int range, int type)
1059{
1021 object *target; 1060 object *target;
1022 sint16 x,y; 1061 sint16 x, y;
1023 int dist, mflags; 1062 int dist, mflags;
1024 mapstruct *mp; 1063 maptile *mp;
1025 1064
1026 if (dir==0) return NULL; 1065 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1066 return NULL;
1048}
1049 1067
1068 for (dist = 1; dist < range; dist++)
1069 {
1070 x = op->x + freearr_x[dir] * dist;
1071 y = op->y + freearr_y[dir] * dist;
1072 mp = op->map;
1073 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1074
1075 if (mflags & P_OUT_OF_MAP)
1076 return NULL;
1077 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1078 return NULL;
1079 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1080 return NULL;
1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1082 return NULL;
1083
1084 if (mflags & P_IS_ALIVE)
1085 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1087 return target;
1088 }
1089
1090 return NULL;
1091}
1050 1092
1051/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1053 * usual params - 1095 * usual params -
1054 * op = player 1096 * op = player
1055 * caster = object casting the spell. 1097 * caster = object casting the spell.
1056 * dir = direction being cast 1098 * dir = direction being cast
1057 * spell = spell object 1099 * spell = spell object
1058 */ 1100 */
1059 1101int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1103{
1061 object *effect, *target; 1104 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1105 object *god = find_god (determine_god (op));
1063 int range; 1106 int range;
1064 1107
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1108 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1109 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1110
1068 /* Bunch of conditions for casting this spell. Note that only 1111 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1112 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1113 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very 1114 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1115 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1116 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1117 * can't be friendly to your god.
1075 */ 1118 */
1076 1119
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1121 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1122 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1123 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1125 return 0;
1083 } 1126 }
1084 1127
1085 if (spell->other_arch) 1128 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1087 else 1130 else
1088 return 0; 1131 return 0;
1089 1132
1090 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 {
1094 if(tailor_god_spell(effect,op)) 1138 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1140 else
1141 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1143 return 0;
1100 } 1144 }
1101 } 1145 }
1102 1146
1103 /* size of the area of destruction */ 1147 /* size of the area of destruction */
1104 effect->range=spell->range + 1148 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1149 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1150
1109 if (effect->attacktype & AT_DEATH) { 1151 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1152 {
1111 SP_level_dam_adjust(caster,spell); 1153 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1154
1113 /* casting death spells at undead isn't a good thing */ 1155 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1156 if (QUERY_FLAG (target, FLAG_UNDEAD))
1157 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1158 if (random_roll (0, 2, op, PREFER_LOW))
1159 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1160 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1161 effect->x = op->x;
1118 effect->y=op->y; 1162 effect->y = op->y;
1119 } else {
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1121 query_name(target));
1122 target->stats.hp = target->stats.maxhp*2;
1123 free_object(effect);
1124 return 0;
1125 } 1163 }
1164 else
1165 {
1166 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1167 target->stats.hp = target->stats.maxhp * 2;
1168 effect->destroy ();
1169 return 0;
1126 } 1170 }
1127 } else { 1171 }
1172 }
1173 else
1174 {
1128 /* how much woe to inflict :) */ 1175 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1176 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1177 }
1132 1178
1133 set_owner(effect,op); 1179 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1180 set_spell_skill (op, caster, spell, effect);
1135 1181
1136 /* ok, tell it where to be, and insert! */ 1182 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1183 effect->insert_at (target, op);
1138 effect->y=target->y; 1184
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1185 return 1;
1142} 1186}
1143
1144 1187
1145/**************************************************************************** 1188/****************************************************************************
1146 * 1189 *
1147 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1148 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1192 * code here is just to move the missile.
1150 ****************************************************************************/ 1193 ****************************************************************************/
1151 1194
1152/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1196void
1153void move_missile(object *op) { 1197move_missile (object *op)
1154 int i, mflags; 1198{
1155 object *owner;
1156 sint16 new_x, new_y;
1157 mapstruct *m;
1158
1159 if (op->range-- <=0) { 1199 if (op->range-- <= 0)
1160 remove_ob(op); 1200 {
1161 free_object(op); 1201 op->drop_and_destroy ();
1162 return; 1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1163 } 1209 {
1164 1210 op->destroy ();
1165 owner = get_owner(op);
1166#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive
1169 */
1170 if (owner == NULL) {
1171 remove_ob(op);
1172 free_object(op);
1173 return; 1211 return;
1212 }
1213
1214 mapspace &ms = pos.ms ();
1215
1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1174 } 1217 {
1175#endif
1176
1177 new_x = op->x + DIRX(op);
1178 new_y = op->y + DIRY(op);
1179
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1181
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1184 tag_t tag = op->count;
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1188 */ 1221 */
1189 if ( ! was_destroyed (op, tag)) { 1222 op->destroy ();
1190 remove_ob (op);
1191 free_object(op);
1192 }
1193 return; 1223 return;
1224 }
1225
1226 if (!op->direction)
1194 } 1227 {
1195 1228 op->destroy ();
1196 remove_ob(op);
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1198 free_object(op);
1199 return; 1229 return;
1200 } 1230 }
1201 op->x = new_x; 1231
1202 op->y = new_y; 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1203 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1205 if(i > 0 && i != op->direction){ 1233 if (i > 0 && i != op->direction)
1234 {
1206 op->direction=i; 1235 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1208 } 1237 }
1209 insert_ob_in_map(op,op->map,op,0); 1238
1239 pos.insert (op, op);
1210} 1240}
1211 1241
1212/**************************************************************************** 1242/****************************************************************************
1213 * Destruction 1243 * Destruction
1214 ****************************************************************************/ 1244 ****************************************************************************/
1245
1215/* make_object_glow() - currently only makes living objects glow. 1246/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1247 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1220 */ 1251 */
1221 1252int
1222int make_object_glow(object *op, int radius, int time) { 1253make_object_glow (object *op, int radius, int time)
1223 object *tmp; 1254{
1224
1225 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1257 return 0;
1228 1258
1229 tmp=get_archetype(FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1261 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1236
1237 tmp->x=op->x;
1238 tmp->y=op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1241 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1243 1268
1244 if(!tmp->env||op!=tmp->env) {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1246 op->name);
1247 return 0;
1248 }
1249 return 1; 1269 return 1;
1250} 1270}
1251 1271
1252 1272int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1273cast_destruction (object *op, object *caster, object *spell_ob)
1274{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1275 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1276 sint16 sx, sy;
1258 mapstruct *m; 1277 maptile *m;
1259 object *tmp; 1278 object *tmp;
1260 const char *skill; 1279 const char *skill;
1261 1280
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1281 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1282 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1283 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1284 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1285 friendly = 1;
1266 1286
1267 /* destruction doesn't use another spell object, so we need 1287 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1288 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1289 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through 1290 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1291 * the full share string/free_string route.
1272 */ 1292 */
1273 skill = op->skill; 1293 skill = op->skill;
1294 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1295 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1296 else if (caster->skill)
1297 op->skill = caster->skill;
1298 else
1276 else op->skill = NULL; 1299 op->skill = NULL;
1277 1300
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1279 1302
1280 for(i= -range; i<range; i++) { 1303 for (i = -range; i <= range; i++)
1304 {
1281 for(j=-range; j<range ; j++) { 1305 for (j = -range; j <= range; j++)
1306 {
1282 m = op->map; 1307 m = op->map;
1283 sx = op->x + i; 1308 sx = op->x + i;
1284 sy = op->y + j; 1309 sy = op->y + j;
1310
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1311 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1312 if (mflags & P_OUT_OF_MAP)
1313 continue;
1314
1287 if (mflags & P_IS_ALIVE) { 1315 if (mflags & P_IS_ALIVE)
1316 {
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1319 break;
1320
1321 if (tmp)
1290 } 1322 {
1291 if (tmp) { 1323 if (tmp->head)
1292 if (tmp->head) tmp=tmp->head; 1324 tmp = tmp->head;
1293 1325
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1326 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1328 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1330 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1298 if (spell_ob->other_arch) { 1333 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1300 tmp->x = sx;
1301 tmp->y = sy;
1302 insert_ob_in_map(tmp, m, op, 0);
1303 }
1304 } 1335 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1306 tmp->resist[ATNR_MAGIC]!=100) { 1337 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1339 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1309 effect->x = sx;
1310 effect->y = sy;
1311 insert_ob_in_map(effect, m, op, 0);
1312 }
1313 } 1340 }
1314 } 1341 }
1315 } 1342 }
1316 } 1343 }
1317 } 1344 }
1318 } 1345 }
1346
1319 op->skill = skill; 1347 op->skill = skill;
1320 return 1; 1348 return 1;
1321} 1349}
1322 1350
1323/*************************************************************************** 1351/***************************************************************************
1324 * 1352 *
1325 * CURSE 1353 * CURSE
1326 * 1354 *
1327 ***************************************************************************/ 1355 ***************************************************************************/
1328 1356
1357int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1358cast_curse (object *op, object *caster, object *spell_ob, int dir)
1359{
1330 object *god = find_god(determine_god(op)); 1360 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1361 object *tmp, *force;
1332 1362
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1363 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1364 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op, 1365 {
1337 "There is no one in that direction to curse."); 1366 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1338 return 0; 1367 return 0;
1339 } 1368 }
1340 1369
1370 tmp = tmp->head_ ();
1371
1341 /* If we've already got a force of this type, don't add a new one. */ 1372 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1373 for (force = tmp->inv; force; force = force->below)
1374 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1376 {
1344 if (force->name == spell_ob->name) { 1377 if (force->name == spell_ob->name)
1378 {
1345 break; 1379 break;
1346 } 1380 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1381 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1382 {
1349 "You can not cast %s while %s is in effect", 1383 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1350 spell_ob->name, force->name_pl);
1351 return 0; 1384 return 0;
1352 } 1385 }
1353 } 1386 }
1354 } 1387 }
1355 1388
1356 if(force==NULL) { 1389 if (!force)
1390 {
1357 force=get_archetype(FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name); 1393
1360 if (spell_ob->race) 1394 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1395 force->name = spell_ob->race;
1362 else 1396 else
1363 force->name = add_refcount(spell_ob->name); 1397 force->name = spell_ob->name;
1364 free_string(force->name_pl); 1398
1365 force->name_pl = add_refcount(spell_ob->name); 1399 force->name_pl = spell_ob->name;
1366 1400
1367 } else { 1401 }
1402 else
1403 {
1368 int duration; 1404 int duration;
1369 1405
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1406 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1407 if (duration > force->duration)
1408 {
1372 force->duration = duration; 1409 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1411 }
1374 } else { 1412 else
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1414
1377 return 1; 1415 return 1;
1378 } 1416 }
1417
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1418 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1419 force->speed = 1.f;
1381 force->speed_left = -1.0; 1420 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1383 1422
1384 if(god) { 1423 if (god)
1424 {
1385 if (spell_ob->last_grace) 1425 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1426 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1427 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1428 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1429 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1390 "You are a victim of %s's curse!",god->name); 1430 }
1391 } else 1431 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1432 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1433
1394 1434
1395 if(tmp!=op && op->type==PLAYER) 1435 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1437
1398 force->stats.ac = spell_ob->stats.ac; 1438 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1439 force->stats.wc = spell_ob->stats.wc;
1400 1440
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1441 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1442 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1443 tmp->update_stats ();
1404 return 1; 1444 return 1;
1405 1445
1406} 1446}
1407
1408 1447
1409/********************************************************************** 1448/**********************************************************************
1410 * mood change 1449 * mood change
1411 * Arguably, this may or may not be an attack spell. But since it 1450 * Arguably, this may or may not be an attack spell. But since it
1412 * effects monsters, it seems best to put it into this file 1451 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1452 ***********************************************************************/
1414 1453
1415/* This covers the various spells that change the moods of monsters - 1454/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1455 * makes them angry, peacful, friendly, etc.
1417 */ 1456 */
1457int
1418int mood_change(object *op, object *caster, object *spell) { 1458mood_change (object *op, object *caster, object *spell)
1459{
1419 object *tmp, *god, *head; 1460 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1461 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1462 sint16 x, y, nx, ny;
1422 mapstruct *m; 1463 maptile *m;
1423 const char *race; 1464 const char *race;
1424 1465
1425 /* We precompute some values here so that we don't have to keep 1466 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1467 * doing it over and over again.
1427 */ 1468 */
1428 god=find_god(determine_god(op)); 1469 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1470 level = casting_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1472
1432 /* On the bright side, no monster should ever have a race of GOD_... 1473 /* On the bright side, no monster should ever have a race of GOD_...
1433 * so even if the player doesn't worship a god, if race=GOD_.., it 1474 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1475 * won't ever match anything.
1435 */ 1476 */
1436 if (!spell->race) race=NULL; 1477 if (!spell->race)
1478 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1479 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1480 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1481 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1482 race = god->race;
1483 else
1439 else race = spell->race; 1484 race = spell->race;
1440
1441 1485
1442 for (x = op->x - range; x <= op->x + range; x++) 1486 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1487 for (y = op->y - range; y <= op->y + range; y++)
1444 1488 {
1445 done_one=0; 1489 done_one = 0;
1446 m = op->map; 1490 m = op->map;
1447 nx = x; 1491 nx = x;
1448 ny = y; 1492 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1493 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1494 if (mflags & P_OUT_OF_MAP)
1495 continue;
1451 1496
1452 /* If there is nothing living on this space, no need to go further */ 1497 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1498 if (!(mflags & P_IS_ALIVE))
1499 continue;
1454 1500
1501 // players can only affect spaces that they can actually see
1502 if (caster && caster->contr
1503 && caster->contr->visibility_at (m, nx, ny) < 70)
1504 continue;
1505
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1506 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1507 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1508 break;
1457 1509
1458 /* There can be living objects that are not monsters */ 1510 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1511 if (!tmp || tmp->type == PLAYER)
1512 continue;
1460 1513
1461 /* Only the head has meaningful data, so resolve to that */ 1514 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1515 if (tmp->head)
1516 head = tmp->head;
1517 else
1463 else head=tmp; 1518 head = tmp;
1464 1519
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1520 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1521 if (race && head->race && !strstr (race, head->race))
1522 continue;
1523
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1524 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1525 continue;
1468 1526
1469 /* Now do a bunch of stuff related to saving throws */ 1527 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1528 best_at = -1;
1471 if (spell->attacktype) { 1529 if (spell->attacktype)
1530 {
1472 for (at=0; at < NROFATTACKS; at++) 1531 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1532 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1533 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1534 best_at = at;
1475 1535
1476 if (best_at == -1) at=0; 1536 if (best_at == -1)
1537 at = 0;
1538 else
1539 {
1540 if (head->resist[best_at] == 100)
1541 continue;
1477 else { 1542 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5; 1543 at = head->resist[best_at] / 5;
1480 } 1544 }
1481 at -= level / 5; 1545 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1546 if (did_make_save (head, head->level, at))
1547 continue;
1483 } 1548 }
1484 else /* spell->attacktype */ 1549 else /* spell->attacktype */
1550 {
1485 /* 1551 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1552 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1553 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1554 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1555
1490 The chance will then be in the range [20-70] percent, not too bad. 1556 The chance will then be in the range [20-70] percent, not too bad.
1491 1557
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1558 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1559 charm a level 125 monster...
1494 1560
1495 Ryo, august 14th 1561 Ryo, august 14th
1496 */ 1562 */
1497 {
1498 if ( head->level > level ) continue; 1563 if (head->level > level)
1564 continue;
1565
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1566 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1567 /* Failed, no effect */
1501 continue; 1568 continue;
1502 } 1569 }
1503 1570
1504 /* Done with saving throw. Now start effecting the monster */ 1571 /* Done with saving throw. Now start affecting the monster */
1505 1572
1506 /* aggravation */ 1573 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1574 if (QUERY_FLAG (spell, FLAG_MONSTER))
1575 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1576 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1577 remove_friendly_object (head);
1511
1512 done_one = 1; 1578 done_one = 1;
1513 head->enemy = op; 1579 head->enemy = op;
1514 } 1580 }
1515 1581
1516 /* calm monsters */ 1582 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1583 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1584 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1585 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1586 head->enemy = NULL;
1520 done_one = 1; 1587 done_one = 1;
1521 } 1588 }
1522 1589
1523 /* berserk monsters */ 1590 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1591 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1592 {
1525 SET_FLAG(head, FLAG_BERSERK); 1593 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1594 done_one = 1;
1527 } 1595 }
1596
1528 /* charm */ 1597 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1598 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1530 SET_FLAG(head, FLAG_FRIENDLY); 1599 {
1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1602 /* Prevent uncontrolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1603 Typical use case is charm, go somwhere, use aggravation to make hostile.
1533 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1604 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1605 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1606 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1607 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1608 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1609 head->attack_movement = PETMOVE;
1539 done_one = 1; 1610 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1611 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1612 head->stats.exp = 0;
1542 } 1613 }
1543 1614
1544 /* If a monster was effected, put an effect in */ 1615 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1616 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1617 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1618 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1619
1553 return 1; 1620 return 1;
1554} 1621}
1555 1622
1556 1623
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1624/* Move_ball_spell: This handles ball type spells that just sort of wander
1558 * about. was called move_ball_lightning, but since more than the ball 1625 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1626 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1627 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1628 * note that duration is handled by process_object() in time.c
1562 */ 1629 */
1563 1630void
1564void move_ball_spell(object *op) { 1631move_ball_spell (object *op)
1632{
1565 int i,j,dam_save,dir, mflags; 1633 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1634 sint16 nx, ny, hx, hy;
1567 object *owner; 1635 object *owner;
1568 mapstruct *m; 1636 maptile *m;
1569 1637
1570 owner = get_owner(op); 1638 owner = op->owner;
1571 1639
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1640 /* the following logic makes sure that the ball doesn't move into a wall,
1573 * and makes sure that it will move along a wall to try and get at it's 1641 * and makes sure that it will move along a wall to try and get at it's
1574 * victim. The block immediately below more or less chooses a random 1642 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1643 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1644 * deviations.
1577 */ 1645 */
1578 1646
1579 dir = 0; 1647 dir = 0;
1580 if(!(rndm(0, 3))) 1648 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1649 j = rndm (0, 1);
1582 else j=0; 1650 else
1651 j = 0;
1583 1652
1584 for(i = 1; i < 9; i++) { 1653 for (i = 1; i < 9; i++)
1654 {
1585 /* i bit 0: alters sign of offset 1655 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1656 * other bits (i / 2): absolute value of offset
1587 */ 1657 */
1588 1658
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1659 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1660 int tmpdir = absdir (op->direction + offset);
1591 1661
1592 nx = op->x + freearr_x[tmpdir]; 1662 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1663 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1664 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))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1665 {
1596 dir = tmpdir; 1666 dir = tmpdir;
1597 break; 1667 break;
1598 } 1668 }
1599 } 1669 }
1600 if (dir == 0) { 1670 if (dir == 0)
1671 {
1601 nx = op->x; 1672 nx = op->x;
1602 ny = op->y; 1673 ny = op->y;
1603 m = op->map; 1674 m = op->map;
1604 } 1675 }
1605 1676
1606 remove_ob(op); 1677 m->insert (op, nx, ny, op);
1607 op->y=ny; 1678
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1679 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1680 surrounding squares */
1613 1681
1614 /* loop over current square and neighbors to hit. 1682 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1683 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1684 * the surround spaces.
1617 */ 1685 */
1618 for(j=0;j<9;j++) { 1686 for (j = 0; j < 9; j++)
1619 object *new_ob; 1687 {
1620
1621 hx = nx+freearr_x[j]; 1688 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1689 hy = ny + freearr_y[j];
1623 1690
1624 m = op->map; 1691 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1692 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1693
1627 if (mflags & P_OUT_OF_MAP) continue; 1694 if (mflags & P_OUT_OF_MAP)
1695 continue;
1628 1696
1629 /* first, don't ever, ever hit the owner. Don't hit out 1697 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1698 * of the map either.
1631 */ 1699 */
1632 1700
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1701 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1702 {
1703 if (j)
1634 if(j) op->stats.dam = dam_save/2; 1704 op->stats.dam = dam_save / 2;
1705
1635 hit_map(op,j,op->attacktype,1); 1706 hit_map (op, j, op->attacktype, 1);
1636
1637 } 1707 }
1638 1708
1639 /* insert the other arch */ 1709 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1710 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1641 new_ob = arch_to_object(op->other_arch); 1711 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1712 }
1647 1713
1648 /* restore to the center location and damage*/ 1714 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1715 op->stats.dam = dam_save;
1650 1716
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1717 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1718
1653 if(i>=0) { /* we have a preferred direction! */ 1719 if (i >= 0)
1720 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1721 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1722 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1656 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1723 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1724 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1725
1659 op->direction=i; 1726 op->direction = i;
1660 } 1727 }
1661} 1728}
1662 1729
1663
1664/* move_swarm_spell: peterm 1730/* move_swarm_spell: peterm
1665 * This is an implementation of the swarm spell. It was written for 1731 * This is an implementation of the swarm spell. It was written for
1666 * meteor swarm, but it could be used for any swarm. A swarm spell 1732 * meteor swarm, but it could be used for any swarm. A swarm spell
1667 * is a special type of object that casts swarms of other types 1733 * is a special type of object that casts swarms of other types
1668 * of spells. Which spell it casts is flexible. It fires the spells 1734 * of spells. Which spell it casts is flexible. It fires the spells
1669 * from a set of squares surrounding the caster, in a given direction. 1735 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1736 */
1671 1737void
1672void move_swarm_spell(object *op) 1738move_swarm_spell (object *op)
1673{ 1739{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1740#if 0
1696 // this is bogus: it causes wrong places to be checked below 1741 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1697 // (a wall 2 cells away will block the effect...) and 1742 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1743 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1744 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1745 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1746#endif
1747 object *owner = op->env;
1743 1748
1749 if (!owner) // MUST not happen, remove when true TODO
1750 {
1751 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1752 op->destroy ();
1753 return;
1754 }
1755
1756 if (!op->duration || !owner->is_on_map ())
1757 {
1758 op->drop_and_destroy ();
1759 return;
1760 }
1761
1762 op->duration--;
1763
1764 int basedir = op->direction;
1765 if (!basedir)
1766 {
1767 /* spray in all directions! 8) */
1768 op->facing = (op->facing + op->state) & 7;
1769 basedir = op->facing + 1;
1770 }
1771
1772#if 0
1773 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and
1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1776 // space.
1777 // should be fixed later, but correctness before features...
1778 // (schmorp)
1779
1780 /* new offset calculation to make swarm element distribution
1781 * more uniform
1782 */
1783 if (op->duration)
1784 {
1785 if (basedir & 1)
1786 {
1787 adjustdir = cardinal_adjust[rndm (0, 8)];
1788 }
1789 else
1790 {
1791 adjustdir = diagonal_adjust[rndm (0, 9)];
1792 }
1793 }
1794 else
1795 {
1796 adjustdir = 0; /* fire the last one from forward. */
1797 }
1798
1799 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1800 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1801
1802 /* back up one space so we can hit point-blank targets, but this
1803 * necessitates extra out_of_map check below
1804 */
1805 origin_x = target_x - freearr_x[basedir];
1806 origin_y = target_y - freearr_y[basedir];
1807
1808
1744 /* spell pointer is set up for the spell this casts. Since this 1809 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1810 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1811 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1812 * do some sanity checking anyways.
1748 */ 1813 */
1749 1814
1750 if (op->spell && op->spell->type == SPELL) 1815 if (op->spell && op->spell->type == SPELL &&
1816 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1817 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1751 { 1818 {
1819
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1820 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1821 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1822 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1823 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1824 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1825 }
1826#endif
1827
1828 /* spell pointer is set up for the spell this casts. Since this
1829 * should just be a pointer to the spell in some inventory,
1830 * it is unlikely to disappear by the time we need it. However,
1831 * do some sanity checking anyways.
1832 */
1833
1834 if (op->spell && op->spell->type == SPELL)
1835 {
1836 /* Bullet spells have a bunch more customization that needs to be done */
1837 if (op->spell->subtype == SP_BULLET)
1838 fire_bullet (owner, op, basedir, op->spell);
1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1840 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1757 } 1841 }
1758} 1842}
1759
1760
1761
1762 1843
1763/* fire_swarm: 1844/* fire_swarm:
1764 * The following routine creates a swarm of objects. It actually 1845 * The following routine creates a swarm of objects. It actually
1765 * sets up a specific swarm object, which then fires off all 1846 * sets up a specific swarm object, which then fires off all
1766 * the parts of the swarm. 1847 * the parts of the swarm.
1769 * caster: the caster (owner, wand, rod, scroll) 1850 * caster: the caster (owner, wand, rod, scroll)
1770 * dir: the direction everything will be fired in 1851 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1852 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1853 * n: the number to be fired.
1773 */ 1854 */
1774 1855int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1856fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1857{
1777 object *tmp;
1778 int i;
1779
1780 if (!spell->other_arch) return 0; 1858 if (!spell->other_arch)
1859 return 0;
1781 1860
1782 tmp=get_archetype(SWARM_SPELL); 1861 object *tmp = archetype::get (SWARM_SPELL);
1783 tmp->x=op->x; 1862
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1786 set_spell_skill(op, caster, spell, tmp); 1863 set_spell_skill (op, caster, spell, tmp);
1787
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1864 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1865 tmp->spell = spell->other_arch->instance ();
1790
1791 tmp->attacktype = tmp->spell->attacktype; 1866 tmp->attacktype = tmp->spell->attacktype;
1792 1867
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1868 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1869 if (!tailor_god_spell (tmp, op))
1795 return 1; 1870 return 1;
1796 } 1871
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1872 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1873 for (int i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1874 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1875
1801 tmp->direction=dir;
1802 tmp->invisible=1; 1876 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1877 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1878 tmp->direction = dir;
1879 tmp->facing = rndm (1, 8); // initial firing direction
1880 tmp->state = rndm (4) * 2 + 1; // direction increment
1881
1882 op->insert (tmp);
1883
1804 return 1; 1884 return 1;
1805} 1885}
1806
1807 1886
1808/* See the spells documentation file for why this is its own 1887/* See the spells documentation file for why this is its own
1809 * function. 1888 * function.
1810 */ 1889 */
1890int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1891cast_light (object *op, object *caster, object *spell, int dir)
1892{
1812 object *target=NULL,*tmp=NULL; 1893 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1894 sint16 x, y;
1814 int dam, mflags; 1895 int dam, mflags;
1815 mapstruct *m; 1896 maptile *m;
1816 1897
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1898 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1899
1819 if(!dir) { 1900 if (dir)
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1821 return 0;
1822 } 1901 {
1823
1824 x=op->x+freearr_x[dir]; 1902 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1903 y = op->y + freearr_y[dir];
1826 m = op->map; 1904 m = op->map;
1827 1905
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1906 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1907
1830 if (mflags & P_OUT_OF_MAP) { 1908 if (mflags & P_OUT_OF_MAP)
1909 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1910 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1911 return 0;
1833 } 1912 }
1834 1913
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1914 if (mflags & P_IS_ALIVE && spell->attacktype)
1915 {
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1916 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1917 if (QUERY_FLAG (target, FLAG_MONSTER))
1918 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1919 /* oky doky. got a target monster. Lets make a blinding attack */
1920 if (target->head)
1839 if(target->head) target = target->head; 1921 target = target->head;
1922
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1923 hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1924 return 1; /* one success only! */
1842 } 1925 }
1843 } 1926 }
1844 1927
1845 /* no live target, perhaps a wall is in the way? */ 1928 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1929 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1930 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1931 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1932 return 0;
1933 }
1849 } 1934 }
1850 1935
1851 /* ok, looks groovy to just insert a new light on the map */ 1936 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 1937 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1938 if (!tmp)
1939 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1941 return 0;
1856 } 1942 }
1943
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945
1858 if (tmp->glow_radius) { 1946 if (tmp->glow_radius)
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1947 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1860 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1948
1861 } 1949 if (dir)
1862 tmp->x=x; 1950 m->insert (tmp, x, y, op);
1863 tmp->y=y; 1951 else
1864 insert_ob_in_map(tmp,m,op,0); 1952 caster->outer_env ()->insert (tmp);
1953
1865 return 1; 1954 return 1;
1866} 1955}
1867
1868
1869
1870 1956
1871/* cast_cause_disease: this spell looks along <dir> from the 1957/* cast_cause_disease: this spell looks along <dir> from the
1872 * player and infects someone. 1958 * player and infects someone.
1873 * op is the player/monster, caster is the object, dir is the direction 1959 * op is the player/monster, caster is the object, dir is the direction
1874 * to cast, disease_arch is the specific disease, and type is the spell number 1960 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 1961 * perhaps this should actually be in disease.c?
1876 */ 1962 */
1877 1963int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1964cast_cause_disease (object *op, object *caster, object *spell, int dir)
1965{
1879 sint16 x,y; 1966 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1967 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1968 object *walk;
1882 mapstruct *m; 1969 maptile *m;
1883 1970
1884 x = op->x; 1971 x = op->x;
1885 y = op->y; 1972 y = op->y;
1886 1973
1887 /* If casting from a scroll, no direction will be available, so refer to the 1974 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 1975 * direction the player is pointing.
1889 */ 1976 */
1977 if (!dir)
1890 if (!dir) dir=op->facing; 1978 dir = op->facing;
1979
1980 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1981 return 0; /* won't find anything if casting on ourself, so just return */
1892 1982
1893 /* Calculate these once here */ 1983 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 1984 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 1985 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 1986 dur_mod = SP_level_duration_adjust (caster, spell);
1897 1987
1898 /* search in a line for a victim */ 1988 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 1989 for (i = 1; i < range; i++)
1990 {
1900 x = op->x + i * freearr_x[dir]; 1991 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 1992 y = op->y + i * freearr_y[dir];
1902 m = op->map; 1993 m = op->map;
1903 1994
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 1995 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 1996
1906 if (mflags & P_OUT_OF_MAP) return 0; 1997 if (mflags & P_OUT_OF_MAP)
1998 return 0;
1907 1999
1908 /* don't go through walls - presume diseases are airborne */ 2000 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2001 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2002 return 0;
1910 2003
1911 /* Only bother looking on this space if there is something living here */ 2004 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 2005 if (mflags & P_IS_ALIVE)
2006 {
1913 /* search this square for a victim */ 2007 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2008 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2009 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2010 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 2011 object *disease = arch_to_object (spell->other_arch);
1917 2012
1918 set_owner(disease,op); 2013 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2014 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2015 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2016 disease->level = casting_level (caster, spell);
1922 2017
1923 /* do level adjustments */ 2018 /* do level adjustments */
1924 if(disease->stats.wc) 2019 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2020 disease->stats.wc += dur_mod / 2;
1926 2021
1927 if(disease->magic> 0) 2022 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2023 disease->magic += dur_mod / 8;
1929 2024
1930 if(disease->stats.maxhp>0) 2025 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2026 disease->stats.maxhp += dur_mod;
1932 2027
1933 if(disease->stats.maxgrace>0) 2028 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2029 disease->stats.maxgrace += dur_mod;
1935 2030
1936 if(disease->stats.dam) { 2031 if (disease->stats.dam)
1937 if(disease->stats.dam > 0)
1938 disease->stats.dam += dam_mod;
1939 else disease->stats.dam -= dam_mod;
1940 }
1941
1942 if(disease->last_sp) {
1943 disease->last_sp -= 2*dam_mod;
1944 if(disease->last_sp <1) disease->last_sp = 1;
1945 }
1946
1947 if(disease->stats.maxsp) {
1948 if(disease->stats.maxsp > 0)
1949 disease->stats.maxsp += dam_mod;
1950 else disease->stats.maxsp -= dam_mod;
1951 }
1952 2032 {
1953 if(disease->stats.ac) 2033 if (disease->stats.dam > 0)
1954 disease->stats.ac += dam_mod; 2034 disease->stats.dam += dam_mod;
1955 2035 else
1956 if(disease->last_eat)
1957 disease->last_eat -= dam_mod;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2036 disease->stats.dam -= dam_mod;
1961
1962 if(disease->stats.sp)
1963 disease->stats.sp -= dam_mod;
1964
1965 if(infect_object(walk,disease,1)) {
1966 object *flash; /* visual effect for inflicting disease */
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name);
1969
1970 free_object(disease); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC);
1972 flash->x = x;
1973 flash->y = y;
1974 flash->map = walk->map;
1975 insert_ob_in_map(flash,walk->map,op,0);
1976 return 1;
1977 } 2037 }
1978 free_object(disease); 2038
2039 if (disease->last_sp)
2040 {
2041 disease->last_sp -= 2 * dam_mod;
2042 if (disease->last_sp < 1)
2043 disease->last_sp = 1;
1979 } 2044 }
2045
2046 if (disease->stats.maxsp)
2047 {
2048 if (disease->stats.maxsp > 0)
2049 disease->stats.maxsp += dam_mod;
2050 else
2051 disease->stats.maxsp -= dam_mod;
2052 }
2053
2054 if (disease->stats.ac)
2055 disease->stats.ac += dam_mod;
2056
2057 if (disease->last_eat)
2058 disease->last_eat -= dam_mod;
2059
2060 if (disease->stats.hp)
2061 disease->stats.hp -= dam_mod;
2062
2063 if (disease->stats.sp)
2064 disease->stats.sp -= dam_mod;
2065
2066 if (infect_object (walk, disease, 1))
2067 {
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2069
2070 disease->destroy (); /* don't need this one anymore */
2071 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2072 return 1;
2073 }
2074
2075 disease->destroy ();
2076 }
1980 } /* if living creature */ 2077 } /* if living creature */
1981 } /* for range of spaces */ 2078 } /* for range of spaces */
2079
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2080 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2081 return 1;
1984} 2082}

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