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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.75 by root, Sun Dec 28 08:08:25 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 1.2 2006/08/15 15:00:20 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
104/*************************************************************************** 103/***************************************************************************
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 134 return;
135 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 141
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165 161void
166void move_bolt(object *op) { 162move_bolt (object *op)
167 object *tmp; 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 mapstruct *m; 166 maptile *m;
171 167
172 if(--(op->duration)<0) { 168 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 169 {
170 op->drop_and_destroy ();
171 return;
172 }
173
177 hit_map(op,0,op->attacktype,1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
179 if(!op->direction) 176 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 177 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 178
250 /* New forking code. Possibly create forks of this object 179 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 180 op->range = 0;
261 } /* copy object and move it along */ 181 else
262 } /* if move bolt along */ 182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
189 return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
199 return;
200
201 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling
204 * on the diagonal, it is trickier - eg, a bolt travelling
205 * northwest bounces different if it hits a north/south
206 * wall (bounces to northeast) vs an east/west (bounces
207 * to the southwest.
208 */
209 if (op->direction & 1)
210 op->direction = absdir (op->direction + 4);
211 else
212 {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 if (left == right)
231 op->direction = absdir (op->direction + 4);
232 else if (left)
233 op->direction = absdir (op->direction + 2);
234 else if (right)
235 op->direction = absdir (op->direction - 2);
236 }
237
238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else
242 { /* Create a copy of this object and put it ahead */
243 object *tmp = op->clone ();
244
245 m->insert (tmp, x, y, op);
246 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
255
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0;
260 } /* copy object and move it along */
261 } /* if move bolt along */
263} 262}
264 263
265/* fire_bolt 264/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 268 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
271 * pointers. 270 * pointers.
272 */ 271 */
273 272int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
275 object *tmp=NULL; 275 object *tmp = NULL;
276 int mflags; 276 int mflags;
277 277
278 if (!spob->other_arch) 278 if (!spob->other_arch)
279 return 0; 279 return 0;
280 280
281 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 282 if (tmp == NULL)
283 return 0; 283 return 0;
284 284
285 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 288
289 if (spob->slaying)
290 tmp->slaying = spob->slaying;
291
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
293 296
294 tmp->direction=dir; 297 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
297 300
298 set_owner(tmp,op); 301 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
300 303
301 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 306 tmp->map = op->map;
304 307
308 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 311 {
312 tmp->drop_and_destroy ();
313 return 0;
314 }
315
316 tmp->map = newmap;
317
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 321 {
322 tmp->drop_and_destroy ();
313 return 0; 323 return 0;
314 } 324 }
315 tmp->x=op->x; 325
316 tmp->y=op->y; 326 tmp->x = op->x;
327 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 329 tmp->map = op->map;
319 } 330 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 333 move_bolt (tmp);
334
322 return 1; 335 return 1;
323} 336}
324
325
326 337
327/*************************************************************************** 338/***************************************************************************
328 * 339 *
329 * BULLET/BALL CODE 340 * BULLET/BALL CODE
330 * 341 *
331 ***************************************************************************/ 342 ***************************************************************************/
332 343
333/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 346 * At least that is what I think this does.
336 */ 347 */
348void
337void explosion(object *op) { 349explosion (object *op)
338 object *tmp; 350{
339 mapstruct *m=op->map; 351 maptile *m = op->map;
340 int i; 352 int i;
341 353
342 if(--(op->duration)<0) { 354 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 355 {
356 op->destroy ();
357 return;
358 }
359
347 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
348 361
349 if(op->range>0) { 362 if (op->range > 0)
350 for(i=1;i<9;i++) { 363 {
364 for (i = 1; i < 9; i++)
365 {
351 sint16 dx,dy; 366 sint16 dx, dy;
352 367
353 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
355 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 372 * out of map, etc.
357 */ 373 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 375 {
360 copy_object(op,tmp); 376 object *tmp = op->clone ();
361 tmp->state=0; 377
362 tmp->speed_left= -0.21; 378 tmp->state = 0;
363 tmp->range--; 379 tmp->speed_left = -0.21f;
364 tmp->value=0; 380 tmp->range--;
365 tmp->x=dx; 381 tmp->value = 0;
366 tmp->y=dy; 382
367 insert_ob_in_map(tmp,m,op,0); 383 m->insert (tmp, dx, dy, op);
384 }
385 }
368 } 386 }
369 }
370 }
371} 387}
372
373 388
374/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
376 * explode. 391 * explode.
377 */ 392 */
393void
378void explode_bullet(object *op) 394explode_bullet (object *op)
379{ 395{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 396 object *tmp, *owner;
382 397
383 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 401 op->destroy ();
386 free_object (op); 402 return;
387 return;
388 } 403 }
389 404
390 if (op->env) { 405 if (op->env)
391 object *env; 406 {
407 object *env = op->outer_env ();
392 408
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 412 op->destroy ();
397 free_object (op);
398 return; 413 return;
399 } 414 }
400 remove_ob (op); 415
401 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 417 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 418 else if (out_of_map (op->map, op->x, op->y))
419 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 421 op->destroy ();
407 free_object (op); 422 return;
408 return;
409 } 423 }
410 424
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.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 429 {
413 remove_ob (op); 430 op->destroy ();
414 free_object (op); 431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
415 return; 439 return;
416 } 440 }
417 441
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
426 444
427 copy_owner (tmp, op); 445 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 447
431 owner = get_owner(op); 448 owner = op->owner;
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
433 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 454 {
438 tmp->x = op->x; 455 op->destroy ();
439 tmp->y = op->y; 456 return;
457 }
440 458
441 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
443 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 463 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 465 tmp->duration = op->duration;
447 } else { 466 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
449 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
453 /* 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 -
454 * the count of the parent should work fine. 477 * the count of the parent should work fine.
455 */ 478 */
456 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
457 } 480 }
458 481
459 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
462 485
463 /* Prevent recursion */ 486 /* Prevent recursion */
464 op->move_on = 0; 487 op->move_on = 0;
465 488
466 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
467 /* remove the firebullet */ 492 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 494}
473
474
475 495
476/* 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
477 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
478 */ 498 */
479 499void
480void check_bullet(object *op) 500check_bullet (object *op)
481{ 501{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 502 object *tmp;
484 int dam, mflags; 503 int dam, mflags;
485 mapstruct *m; 504 maptile *m;
486 sint16 sx, sy; 505 sint16 sx, sy;
487 506
488 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);
489 508
490 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)))
491 return; 510 return;
492 511
493 if (op->other_arch) { 512 if (op->other_arch)
513 {
494 /* explode object will also remove op */ 514 /* explode object will also remove op */
495 explode_bullet (op); 515 explode_bullet (op);
496 return; 516 return;
497 } 517 }
498 518
499 /* 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 */
500 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
501 522
502 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)
503 { 524 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 526 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
508 || (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)
509 { 531 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 533 {
512 free_object(op); 534 op->destroy ();
513 return; 535 return;
514 } 536 }
515 } 537 }
516 } 538 }
517 } 539 }
518} 540}
519
520 541
521/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 543 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
525 */ 546 */
526 547void
527void move_bullet(object *op) 548move_bullet (object *op)
528{ 549{
529 sint16 new_x, new_y; 550 sint16 new_x, new_y;
530 int mflags; 551 int mflags;
531 mapstruct *m; 552 maptile *m;
532 553
533#if 0 554#if 0
534 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
535 556
536 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 559 if (op->stats.sp == SP_METEOR)
560 {
539 replace_insert_ob_in_map("fire_trail",op); 561 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
541 return; 563 return;
542 } /* end addition. */ 564 } /* end addition. */
543#endif 565#endif
544 566
545 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 568 if (--op->range <= 0)
569 {
547 if (op->other_arch) { 570 if (op->other_arch)
548 explode_bullet (op); 571 explode_bullet (op);
549 } else { 572 else
550 remove_ob (op); 573 op->destroy ();
551 free_object (op); 574
552 }
553 return; 575 return;
554 } 576 }
555 577
556 new_x = op->x + DIRX(op); 578 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 579 new_y = op->y + DIRY (op);
558 m = op->map; 580 m = op->map;
559 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);
560 582
561 if (mflags & P_OUT_OF_MAP) { 583 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 584 {
563 free_object (op); 585 op->destroy ();
564 return; 586 return;
565 } 587 }
566 588
567 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 {
568 if (op->other_arch) { 591 if (op->other_arch)
569 explode_bullet (op); 592 explode_bullet (op);
570 } else { 593 else
571 remove_ob (op); 594 op->destroy ();
572 free_object (op); 595
573 }
574 return; 596 return;
575 } 597 }
576 598
577 remove_ob (op); 599 if (!(op = m->insert (op, new_x, new_y, op)))
578 op->x = new_x;
579 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
581 return; 600 return;
582 601
583 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
584 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 605 update_turn_face (op);
586 } else { 606 }
607 else
587 check_bullet (op); 608 check_bullet (op);
588 }
589} 609}
590
591
592
593 610
594/* fire_bullet 611/* fire_bullet
595 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
598 * spob->attacktype. 615 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
600 * pointers. 617 * pointers.
601 */ 618 */
602 619int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
604 object *tmp=NULL; 622 object *tmp = NULL;
605 int mflags; 623 int mflags;
606 624
607 if (!spob->other_arch) 625 if (!spob->other_arch)
608 return 0; 626 return 0;
609 627
610 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
611 if(tmp==NULL) 629 if (!tmp)
612 return 0; 630 return 0;
613 631
614 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
615 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);
616 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 635 if (spob->slaying)
636 tmp->slaying = spob->slaying;
618 637
619 tmp->range = 50; 638 tmp->range = 50;
620 639
621 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 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);
625 644
626 tmp->direction=dir; 645 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
629 648
630 set_owner(tmp,op); 649 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
632 651
633 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 654 tmp->map = op->map;
636 655
656 maptile *newmap;
637 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);
638 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 659 {
660 tmp->destroy ();
661 return 0;
662 }
663
664 tmp->map = newmap;
665
642 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 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 669 {
670 tmp->destroy ();
645 return 0; 671 return 0;
646 } 672 }
647 tmp->x=op->x; 673
648 tmp->y=op->y; 674 tmp->x = op->x;
675 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 676 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 677 tmp->map = op->map;
651 } 678 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 679
680 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 681 check_bullet (tmp);
654 } 682
655 return 1; 683 return 1;
656} 684}
657
658
659
660 685
661/***************************************************************************** 686/*****************************************************************************
662 * 687 *
663 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
664 * 689 *
665 *****************************************************************************/ 690 *****************************************************************************/
666 691
667
668/* 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
669void cone_drop(object *op) { 694cone_drop (object *op)
695{
670 object *new_ob = arch_to_object(op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
671 697
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 698 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 699 new_ob->set_owner (op->owner);
676 700
677 /* preserve skill ownership */ 701 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 702 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 703 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 704
681 } 705 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 706}
685 707
686/* 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 */
687 709
710void
688void move_cone(object *op) { 711move_cone (object *op)
689 int i; 712{
690 tag_t tag;
691
692 /* 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 */
693 if (! op->map) { 714 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 } 715 {
716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
717 op->set_speed (0);
718 return;
719 }
700 720
701 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
723 {
703 hit_map(op,0,op->attacktype,0); 724 hit_map (op, 0, op->attacktype, 0);
704 return; 725 return;
705 } 726 }
706 727
707#if 0 728#if 0
708 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 730 * when their cone dies when they die.
710 */ 731 */
711 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 733 if (op->owner == NULL)
713 remove_ob(op); 734 {
714 free_object(op); 735 op->destroy ();
715 return; 736 return;
716 } 737 }
717#endif 738#endif
718 739
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 740 hit_map (op, 0, op->attacktype, 0);
721 741
742 if (!op->is_on_map ())
743 return;
744
722 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
724 * degree. 747 * degree.
725 */ 748 */
749 if (op->weight)
750 {
726 if(op->weight) check_spell_knockback(op); 751 check_spell_knockback (op);
727 752
728 if (was_destroyed (op, tag)) 753 if (!op->is_on_map ())
729 return; 754 return;
755 }
730 756
731 if((op->duration--)<0) { 757 if (op->duration-- < 0)
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 758 {
759 op->destroy ();
760 return;
761 }
736 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 763 * any further. When the duration above expires,
738 * then the object will get removed. 764 * then the object will get removed.
739 */ 765 */
740 if (--op->range < 0) { 766 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 767 {
768 op->range = 0; /* just so it doesn't wrap */
769 return;
770 }
744 771
745 for(i= -1;i<2;i++) { 772 for (int i = -1; i <= 1; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 773 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 775
749 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))
750 object *tmp=get_object(); 777 {
751 copy_object(op, tmp); 778 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 779
755 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
756 781
757 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 784
760 if (tmp->other_arch) cone_drop(tmp); 785 op->map->insert (tmp, x, y, op);
761 } 786
787 if (tmp->other_arch)
788 cone_drop (tmp);
789 }
762 } 790 }
763} 791}
764 792
765/* cast_cone: casts a cone spell. 793/* cast_cone: casts a cone spell.
766 * op: person firing the object. 794 * op: person firing the object.
768 * dir: direction to fire in. 796 * dir: direction to fire in.
769 * 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
770 * to fire. 798 * to fire.
771 * returns 0 on failure, 1 on success. 799 * returns 0 on failure, 1 on success.
772 */ 800 */
801int
773int cast_cone(object *op, object *caster,int dir, object *spell) 802cast_cone (object *op, object *caster, int dir, object *spell)
774{ 803{
775 object *tmp; 804 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 805 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 806 maptile *m;
778 sint16 sx, sy; 807 sint16 sx, sy;
779 MoveType movetype; 808 MoveType movetype;
780 809
781 if (!spell->other_arch) return 0; 810 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 811 return 0;
812
813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
816 return 0;
817 }
789 818
790 if(!dir) { 819 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 820 {
821 range_min = 0;
822 range_max = 8;
823 }
794 824
795 /* 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
796 * 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
797 * insert it into is blocked. 827 * insert it into is blocked.
798 */ 828 */
799 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
800 830
801 for(i=range_min;i<=range_max;i++) { 831 for (i = range_min; i <= range_max; i++)
832 {
802 sint16 x,y, d; 833 sint16 x, y, d;
803 834
804 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 838 * to hit that person.
808 */ 839 */
809 d = dir + i; 840 d = dir + i;
810 while (d < 0) d+=8; 841 while (d < 0)
811 while (d > 8) d-=8; 842 d += 8;
843 while (d > 8)
844 d -= 8;
812 845
813 /* 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.
814 * In that case, we have to see - if dir is specified, 847 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 848 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 849 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 850 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 851 * for the rune code.
819 */ 852 */
820 if (caster->type != RUNE && d==0) { 853 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 854 {
822 else continue; 855 if (dir != 0)
823 } 856 d = 8;
857 else
858 continue;
859 }
824 860
825 x = op->x+freearr_x[d]; 861 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 862 y = op->y + freearr_y[d];
827 863
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 864 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 865 continue;
830 866
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 868 continue;
833 869
834 success=1; 870 success = 1;
835 tmp=arch_to_object(spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 872 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 875 tmp->attacktype = spell->attacktype;
842 876
843 /* holy word stuff */ 877 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 879 if (!tailor_god_spell (tmp, op))
846 } 880 return 0;
847 881
848 if(dir) 882 if (dir)
849 tmp->stats.sp=dir; 883 tmp->stats.sp = dir;
850 else 884 else
851 tmp->stats.sp=i; 885 tmp->stats.sp = i;
852 886
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 887 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 888
855 /* 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 */
856 if (dir == 0) { 890 if (dir == 0)
891 {
857 tmp->range /= 4; 892 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 893 if (tmp->range < 2 && spell->range >= 2)
859 } 894 tmp->range = 2;
895 }
896
860 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);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 898 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 899
863 /* Special bonus for fear attacks */ 900 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 901 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 902 {
866 else 903 if (caster->type == PLAYER)
904 tmp->duration += fear_bonus[caster->stats.Cha];
905 else
867 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
868 } 907 }
908
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 909 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 910 {
871 else 911 if (caster->type == PLAYER)
912 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
913 else
872 tmp->duration += caster->level/3; 914 tmp->duration += caster->level / 3;
873 } 915 }
874 916
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
877 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);
878 spell->other_arch->name);
879 919
880 if (!tmp->move_on && tmp->stats.dam) { 920 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 922
923 m->insert (tmp, sx, sy, op);
924
887 /* 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
888 * a single space too many times. 926 * a single space too many times.
889 */ 927 */
890 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
891 929
892 if(tmp->other_arch) cone_drop(tmp); 930 if (tmp->other_arch)
931 cone_drop (tmp);
893 } 932 }
933
894 return success; 934 return success;
895} 935}
896 936
897/**************************************************************************** 937/****************************************************************************
898 * 938 *
899 * BOMB related code 939 * BOMB related code
900 * 940 *
901 ****************************************************************************/ 941 ****************************************************************************/
902 942
903
904/* This handles an exploding bomb. 943/* This handles an exploding bomb.
905 * op is the original bomb object. 944 * op is the original bomb object.
906 */ 945 */
946void
907void animate_bomb(object *op) { 947animate_bomb (object *op)
908 int i; 948{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 950 return;
914 951
915 env = object_get_env_recursive(op); 952 object *env = op->outer_env ();
916 953
917 if (op->env) { 954 if (op->env)
955 {
918 if (env->map == NULL) 956 if (env->map == NULL)
919 return; 957 return;
920 958
921 if (env->type == PLAYER) 959 if (!(op = op->insert_at (env, op)))
922 esrv_del_item(env->contr, op->count); 960 return;
961 }
923 962
924 remove_ob(op); 963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
925 op->x = env->x; 964 // on a safe map. I don't like this special casing, but it seems to be neccessary
926 op->y = env->y; 965 // as bombs can be carried.
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
967 {
968 op->destroy ();
928 return; 969 return;
929 } 970 }
930 971
931 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 974 * so just set up the appropriate values.
934 */ 975 */
935 at = find_archetype(SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 977 {
937 for(i=1;i<9;i++) { 978 for (int i = 1; i < 9; i++)
979 {
938 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]))
939 continue; 981 continue;
940 tmp = arch_to_object(at); 982
983 object *tmp = arch_to_object (at);
941 tmp->direction = i; 984 tmp->direction = i;
942 tmp->range = op->range; 985 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 987 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 989 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 990 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 991 tmp->skill = op->skill;
949 tmp->skill = add_refcount(op->skill); 992
993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
994 SET_ANIMATION (tmp, i);
995
996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
997 move_bullet (tmp);
998 }
950 } 999 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i);
953 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0);
956 move_bullet(tmp);
957 }
958 }
959 1000
960 explode_bullet(op); 1001 explode_bullet (op);
961} 1002}
962 1003
1004int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1005create_bomb (object *op, object *caster, int dir, object *spell)
964 1006{
965 object *tmp; 1007 object *tmp;
966 int mflags; 1008 int mflags;
967 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];
968 mapstruct *m; 1010 maptile *m;
969 1011
970 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 {
971 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 {
972 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.");
973 return 0; 1023 return 0;
1024 }
974 } 1025 }
1026
975 tmp=arch_to_object(spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
976 1028
977 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 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);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1033 tmp->attacktype = spell->attacktype;
982 1034
983 set_owner(tmp,op); 1035 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1036 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1037
986 tmp->y=dy; 1038 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1039 return 1;
989} 1040}
990 1041
991/**************************************************************************** 1042/****************************************************************************
992 * 1043 *
993 * smite related spell code. 1044 * smite related spell code.
1001 * dir is the direction to look in. 1052 * dir is the direction to look in.
1002 * range is how far out to look. 1053 * range is how far out to look.
1003 * 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.
1004 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1005 */ 1056 */
1006 1057object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1058get_pointed_target (object *op, int dir, int range, int type)
1059{
1008 object *target; 1060 object *target;
1009 sint16 x,y; 1061 sint16 x, y;
1010 int dist, mflags; 1062 int dist, mflags;
1011 mapstruct *mp; 1063 maptile *mp;
1012 1064
1013 if (dir==0) return NULL; 1065 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1066 return NULL;
1035}
1036 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}
1037 1092
1038/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1040 * usual params - 1095 * usual params -
1041 * op = player 1096 * op = player
1042 * caster = object casting the spell. 1097 * caster = object casting the spell.
1043 * dir = direction being cast 1098 * dir = direction being cast
1044 * spell = spell object 1099 * spell = spell object
1045 */ 1100 */
1046 1101int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1103{
1048 object *effect, *target; 1104 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1105 object *god = find_god (determine_god (op));
1050 int range; 1106 int range;
1051 1107
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1108 range = spell->range + SP_level_range_adjust (caster, spell);
1053 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);
1054 1110
1055 /* Bunch of conditions for casting this spell. Note that only 1111 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1112 * require a god if this is a cleric spell (requires grace).
1057 * 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
1058 * 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
1059 * interesting spell. 1115 * interesting spell.
1060 * 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
1061 * can't be friendly to your god. 1117 * can't be friendly to your god.
1062 */ 1118 */
1063 1119
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1121 || (!god && spell->stats.grace)
1066 ||(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)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1123 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1125 return 0;
1070 } 1126 }
1071 1127
1072 if (spell->other_arch) 1128 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1074 else 1130 else
1075 return 0; 1131 return 0;
1076 1132
1077 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 {
1081 if(tailor_god_spell(effect,op)) 1138 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1140 else
1141 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1143 return 0;
1087 } 1144 }
1088 } 1145 }
1089 1146
1090 /* size of the area of destruction */ 1147 /* size of the area of destruction */
1091 effect->range=spell->range + 1148 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1149 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1150
1096 if (effect->attacktype & AT_DEATH) { 1151 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1152 {
1098 SP_level_dam_adjust(caster,spell); 1153 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1154
1100 /* casting death spells at undead isn't a good thing */ 1155 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1156 if (QUERY_FLAG (target, FLAG_UNDEAD))
1157 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1158 if (random_roll (0, 2, op, PREFER_LOW))
1159 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1160 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1161 effect->x = op->x;
1105 effect->y=op->y; 1162 effect->y = op->y;
1106 } else { 1163 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1164 else
1108 query_name(target)); 1165 {
1166 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1167 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1168 effect->destroy ();
1111 return 0; 1169 return 0;
1170 }
1171 }
1112 } 1172 }
1113 } 1173 else
1114 } else { 1174 {
1115 /* how much woe to inflict :) */ 1175 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1176 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1177 }
1119 1178
1120 set_owner(effect,op); 1179 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1180 set_spell_skill (op, caster, spell, effect);
1122 1181
1123 /* ok, tell it where to be, and insert! */ 1182 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1183 effect->insert_at (target, op);
1125 effect->y=target->y; 1184
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1185 return 1;
1129} 1186}
1130
1131 1187
1132/**************************************************************************** 1188/****************************************************************************
1133 * 1189 *
1134 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1135 * 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
1136 * code here is just to move the missile. 1192 * code here is just to move the missile.
1137 ****************************************************************************/ 1193 ****************************************************************************/
1138 1194
1139/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1196void
1140void move_missile(object *op) { 1197move_missile (object *op)
1141 int i, mflags; 1198{
1142 object *owner;
1143 sint16 new_x, new_y;
1144 mapstruct *m;
1145
1146 if (op->range-- <=0) { 1199 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1151 1204
1152 owner = get_owner(op); 1205 mapxy pos (op);
1153#if 0 1206 pos.move (op->direction);
1154 /* It'd make things nastier if this wasn't here - spells cast by 1207
1155 * monster that are then killed would continue to survive 1208 if (!pos.normalise ())
1156 */
1157 if (owner == NULL) {
1158 remove_ob(op);
1159 free_object(op);
1160 return;
1161 } 1209 {
1162#endif 1210 op->destroy ();
1211 return;
1212 }
1163 1213
1164 new_x = op->x + DIRX(op); 1214 mapspace &ms = pos.ms ();
1165 new_y = op->y + DIRY(op);
1166 1215
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1168 1217 {
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1171 tag_t tag = op->count;
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1174 * 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.
1175 */ 1221 */
1176 if ( ! was_destroyed (op, tag)) { 1222 op->destroy ();
1177 remove_ob (op); 1223 return;
1178 free_object(op); 1224 }
1179 } 1225
1180 return; 1226 if (!op->direction)
1181 } 1227 {
1182 1228 op->destroy ();
1183 remove_ob(op); 1229 return;
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1185 free_object(op);
1186 return;
1187 } 1230 }
1188 op->x = new_x; 1231
1189 op->y = new_y; 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1190 op->map = m;
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1192 if(i > 0 && i != op->direction){ 1233 if (i > 0 && i != op->direction)
1234 {
1193 op->direction=i; 1235 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1195 } 1237 }
1196 insert_ob_in_map(op,op->map,op,0); 1238
1239 pos.insert (op, op);
1197} 1240}
1198 1241
1199/**************************************************************************** 1242/****************************************************************************
1200 * Destruction 1243 * Destruction
1201 ****************************************************************************/ 1244 ****************************************************************************/
1245
1202/* make_object_glow() - currently only makes living objects glow. 1246/* make_object_glow() - currently only makes living objects glow.
1203 * 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
1204 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1207 */ 1251 */
1208 1252int
1209int make_object_glow(object *op, int radius, int time) { 1253make_object_glow (object *op, int radius, int time)
1210 object *tmp; 1254{
1211
1212 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1257 return 0;
1215 1258
1216 tmp=get_archetype(FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1261 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1223
1224 tmp->x=op->x;
1225 tmp->y=op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1228 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1230 1268
1231 if(!tmp->env||op!=tmp->env) {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1233 op->name);
1234 return 0;
1235 }
1236 return 1; 1269 return 1;
1237} 1270}
1238 1271
1239 1272int
1240
1241
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1273cast_destruction (object *op, object *caster, object *spell_ob)
1243 int i,j, range, mflags, friendly=0, dam, dur; 1274{
1244 sint16 sx,sy;
1245 mapstruct *m;
1246 object *tmp;
1247 const char *skill;
1248
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1253 1278
1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1280
1254 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route.
1259 */ 1283 */
1260 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1286 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1288 else if (caster->skill)
1289 op->skill = caster->skill;
1290 else
1263 else op->skill = NULL; 1291 op->skill = 0;
1264 1292
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1266 1294
1267 for(i= -range; i<range; i++) { 1295 unordered_mapwalk (op, -range, -range, range, range)
1268 for(j=-range; j<range ; j++) { 1296 {
1269 m = op->map; 1297 mapspace &ms = m->at (nx, ny);
1270 sx = op->x + i; 1298
1271 sy = op->y + j;
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue;
1274 if (mflags & P_IS_ALIVE) { 1299 if (ms.flags () & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1277 } 1302 {
1278 if (tmp) { 1303 tmp = tmp->head_ ();
1279 if (tmp->head) tmp=tmp->head;
1280 1304
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1307 {
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1309 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1311
1286 tmp = arch_to_object(spell_ob->other_arch); 1312 if (spell_ob->other_arch)
1287 tmp->x = sx; 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1288 tmp->y = sy; 1314 }
1289 insert_ob_in_map(tmp, m, op, 0); 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1290 } 1316 {
1291 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1293 tmp->resist[ATNR_MAGIC]!=100) {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1296 effect->x = sx; 1319 }
1297 effect->y = sy; 1320 }
1298 insert_ob_in_map(effect, m, op, 0); 1321 }
1299 }
1300 }
1301 }
1302 }
1303 } 1322 }
1304 } 1323
1305 }
1306 op->skill = skill; 1324 op->skill = skill;
1307 return 1; 1325 return 1;
1308} 1326}
1309 1327
1310/*************************************************************************** 1328/***************************************************************************
1311 * 1329 *
1312 * CURSE 1330 * CURSE
1313 * 1331 *
1314 ***************************************************************************/ 1332 ***************************************************************************/
1315 1333
1334int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1335cast_curse (object *op, object *caster, object *spell_ob, int dir)
1336{
1317 object *god = find_god(determine_god(op)); 1337 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1338 object *tmp, *force;
1319 1339
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1340 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1341 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1342 {
1343 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1344 return 0;
1345 }
1327 1346
1347 tmp = tmp->head_ ();
1348
1328 /* If we've already got a force of this type, don't add a new one. */ 1349 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1350 for (force = tmp->inv; force; force = force->below)
1351 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1352 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1353 {
1331 if (force->name == spell_ob->name) { 1354 if (force->name == spell_ob->name)
1332 break; 1355 {
1333 } 1356 break;
1357 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1358 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1359 {
1336 "You can not cast %s while %s is in effect", 1360 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1361 return 0;
1338 return 0; 1362 }
1363 }
1339 } 1364 }
1340 } 1365
1366 if (!force)
1341 } 1367 {
1342
1343 if(force==NULL) {
1344 force=get_archetype(FORCE_NAME); 1368 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1369 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name); 1370
1347 if (spell_ob->race) 1371 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1372 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1373 else
1374 force->name = spell_ob->name;
1375
1376 force->name_pl = spell_ob->name;
1377
1378 }
1379 else
1380 {
1355 int duration; 1381 int duration;
1356 1382
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1383 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1384 if (duration > force->duration)
1385 {
1359 force->duration = duration; 1386 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1388 }
1389 else
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1391
1364 return 1; 1392 return 1;
1365 } 1393 }
1394
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1395 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1396 force->speed = 1.f;
1368 force->speed_left = -1.0; 1397 force->speed_left = -1.f;
1369 SET_FLAG(force, FLAG_APPLIED); 1398 SET_FLAG (force, FLAG_APPLIED);
1370 1399
1371 if(god) { 1400 if (god)
1401 {
1372 if (spell_ob->last_grace) 1402 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1403 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1404 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1405 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1406 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1407 }
1378 } else 1408 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1409 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1410
1381 1411
1382 if(tmp!=op && op->type==PLAYER) 1412 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1413 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1414
1385 force->stats.ac = spell_ob->stats.ac; 1415 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1416 force->stats.wc = spell_ob->stats.wc;
1387 1417
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1418 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1419 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1420 tmp->update_stats ();
1391 return 1; 1421 return 1;
1392 1422
1393} 1423}
1394
1395 1424
1396/********************************************************************** 1425/**********************************************************************
1397 * mood change 1426 * mood change
1398 * Arguably, this may or may not be an attack spell. But since it 1427 * Arguably, this may or may not be an attack spell. But since it
1399 * effects monsters, it seems best to put it into this file 1428 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/ 1429 ***********************************************************************/
1401 1430
1402/* This covers the various spells that change the moods of monsters - 1431/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1432 * makes them angry, peacful, friendly, etc.
1404 */ 1433 */
1434int
1405int mood_change(object *op, object *caster, object *spell) { 1435mood_change (object *op, object *caster, object *spell)
1436{
1406 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1408 sint16 x, y, nx, ny;
1409 mapstruct *m;
1410 const char *race; 1439 const char *race;
1411 1440
1412 /* We precompute some values here so that we don't have to keep 1441 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1442 * doing it over and over again.
1414 */ 1443 */
1415 god=find_god(determine_god(op)); 1444 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1445 level = casting_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1446 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1447
1419 /* On the bright side, no monster should ever have a race of GOD_... 1448 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1449 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1450 * won't ever match anything.
1422 */ 1451 */
1423 if (!spell->race) race=NULL; 1452 if (!spell->race)
1453 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1454 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1455 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1457 race = god->race;
1458 else
1426 else race = spell->race; 1459 race = spell->race;
1460
1461 unordered_mapwalk (op, -range, -range, range, range)
1427 1462 {
1463 mapspace &ms = m->at (nx, ny);
1428 1464
1429 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) {
1431
1432 done_one=0;
1433 m = op->map;
1434 nx = x;
1435 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue;
1438
1439 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1466 if (!ms.flags () & P_IS_ALIVE)
1467 continue;
1441 1468
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1469 // players can only affect spaces that they can actually see
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1470 if (caster
1471 && caster->contr
1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1473 continue;
1444 1474
1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1476 if (tmp->flag [FLAG_MONSTER])
1477 break;
1478
1445 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1480 if (!tmp)
1481 continue;
1447 1482
1448 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1484 head = tmp->head_ ();
1450 else head=tmp;
1451 1485
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1487 if (race && head->race && !strstr (race, head->race))
1488 continue;
1489
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1491 continue;
1455 1492
1456 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1494 best_at = -1;
1458 if (spell->attacktype) { 1495 if (spell->attacktype)
1496 {
1459 for (at=0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1500 best_at = at;
1462 1501
1463 if (best_at == -1) at=0; 1502 if (best_at == -1)
1503 at = 0;
1464 else { 1504 else
1465 if (head->resist[best_at] == 100) continue;
1466 else at = head->resist[best_at] / 5;
1467 }
1468 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue;
1470 }
1471 else /* spell->attacktype */
1472 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476
1477 The chance will then be in the range [20-70] percent, not too bad.
1478
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster...
1481
1482 Ryo, august 14th
1483 */
1484 { 1505 {
1485 if ( head->level > level ) continue; 1506 if (head->resist[best_at] == 100)
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1487 /* Failed, no effect */
1488 continue; 1507 continue;
1508 else
1509 at = head->resist[best_at] / 5;
1489 } 1510 }
1490 1511
1512 at -= level / 5;
1513 if (did_make_save (head, head->level, at))
1514 continue;
1515 }
1516 else /* spell->attacktype */
1517 {
1518 /*
1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1520 * if spell level < monster level, no go
1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1522
1523 The chance will then be in the range [20-70] percent, not too bad.
1524
1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1526 charm a level 125 monster...
1527
1528 Ryo, august 14th
1529 */
1530 if (head->level > level)
1531 continue;
1532
1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1534 /* Failed, no effect */
1535 continue;
1536 }
1537
1491 /* Done with saving throw. Now start effecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1492 1540
1493 /* aggravation */ 1541 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1543 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1545 remove_friendly_object (head);
1546 done_one = 1;
1547 head->enemy = op;
1548 }
1498 1549
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */ 1550 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1552 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1554 head->enemy = NULL;
1507 done_one = 1; 1555 done_one = 1;
1508 } 1556 }
1509 1557
1510 /* berserk monsters */ 1558 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1560 {
1512 SET_FLAG(head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1562 done_one = 1;
1514 } 1563 }
1564
1515 /* charm */ 1565 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1567 {
1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1574 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1576 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1526 done_one = 1; 1578 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1580 head->stats.exp = 0;
1529 } 1581 }
1530 1582
1531 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1584 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx;
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 } 1586 }
1538 } /* for y */
1539 1587
1540 return 1; 1588 return 1;
1541} 1589}
1542
1543 1590
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1594 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1549 */ 1596 */
1550 1597void
1551void move_ball_spell(object *op) { 1598move_ball_spell (object *op)
1599{
1552 int i,j,dam_save,dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1554 object *owner; 1602 object *owner;
1555 mapstruct *m; 1603 maptile *m;
1556 1604
1557 owner = get_owner(op); 1605 owner = op->owner;
1558 1606
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1607 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1608 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1609 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1610 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1611 * deviations.
1564 */ 1612 */
1565 1613
1566 dir = 0; 1614 dir = 0;
1567 if(!(rndm(0, 3))) 1615 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1616 j = rndm (0, 1);
1569 else j=0; 1617 else
1618 j = 0;
1570 1619
1571 for(i = 1; i < 9; i++) { 1620 for (i = 1; i < 9; i++)
1621 {
1572 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1574 */ 1624 */
1575
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1578 1627
1579 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1630 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))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1631 {
1583 dir = tmpdir; 1632 dir = tmpdir;
1584 break; 1633 break;
1585 } 1634 }
1586 } 1635 }
1636
1587 if (dir == 0) { 1637 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1638 {
1639 nx = op->x;
1640 ny = op->y;
1641 m = op->map;
1642 }
1592 1643
1593 remove_ob(op); 1644 m->insert (op, nx, ny, op);
1594 op->y=ny; 1645
1595 op->x=nx;
1596 insert_ob_in_map(op,m,op,0);
1597
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1646 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1647 surrounding squares */
1600 1648
1601 /* loop over current square and neighbors to hit. 1649 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1650 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1651 * the surround spaces.
1604 */ 1652 */
1605 for(j=0;j<9;j++) { 1653 for (j = 0; j < 9; j++)
1606 object *new_ob; 1654 {
1607
1608 hx = nx+freearr_x[j]; 1655 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1656 hy = ny + freearr_y[j];
1610 1657
1611 m = op->map; 1658 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1659 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1660
1614 if (mflags & P_OUT_OF_MAP) continue; 1661 if (mflags & P_OUT_OF_MAP)
1662 continue;
1615 1663
1616 /* first, don't ever, ever hit the owner. Don't hit out 1664 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1665 * of the map either.
1618 */ 1666 */
1619 1667
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1668 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1669 {
1670 if (j)
1671 op->stats.dam = dam_save / 2;
1672
1622 hit_map(op,j,op->attacktype,1); 1673 hit_map (op, j, op->attacktype, 1);
1674 }
1623 1675
1624 }
1625
1626 /* insert the other arch */ 1676 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1677 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1628 new_ob = arch_to_object(op->other_arch); 1678 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1629 new_ob->x = hx;
1630 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0);
1632 }
1633 } 1679 }
1634 1680
1635 /* restore to the center location and damage*/ 1681 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1637 1683
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1684 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1685
1640 if(i>=0) { /* we have a preferred direction! */ 1686 if (i >= 0)
1687 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1688 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1689 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1690 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1691 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1692
1646 op->direction=i; 1693 op->direction = i;
1647 } 1694 }
1648} 1695}
1649 1696
1650
1651/* move_swarm_spell: peterm 1697/* move_swarm_spell: peterm
1652 * This is an implementation of the swarm spell. It was written for 1698 * This is an implementation of the swarm spell. It was written for
1653 * meteor swarm, but it could be used for any swarm. A swarm spell 1699 * meteor swarm, but it could be used for any swarm. A swarm spell
1654 * is a special type of object that casts swarms of other types 1700 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1701 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1702 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1703 */
1658 1704void
1659void move_swarm_spell(object *op) 1705move_swarm_spell (object *op)
1660{ 1706{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1707#if 0
1683 // this is bogus: it causes wrong places to be checked below 1708 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1709 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1710 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1711 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1712 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1713#endif
1714 object *owner = op->env;
1730 1715
1716 if (!owner) // MUST not happen, remove when true TODO
1717 {
1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1719 op->destroy ();
1720 return;
1721 }
1722
1723 if (!op->duration || !owner->is_on_map ())
1724 {
1725 op->drop_and_destroy ();
1726 return;
1727 }
1728
1729 op->duration--;
1730
1731 int basedir = op->direction;
1732 if (!basedir)
1733 {
1734 /* spray in all directions! 8) */
1735 op->facing = (op->facing + op->state) & 7;
1736 basedir = op->facing + 1;
1737 }
1738
1739#if 0
1740 // this is bogus: it causes wrong places to be checked below
1741 // (a wall 2 cells away will block the effect...) and
1742 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1743 // space.
1744 // should be fixed later, but correctness before features...
1745 // (schmorp)
1746
1747 /* new offset calculation to make swarm element distribution
1748 * more uniform
1749 */
1750 if (op->duration)
1751 {
1752 if (basedir & 1)
1753 {
1754 adjustdir = cardinal_adjust[rndm (0, 8)];
1755 }
1756 else
1757 {
1758 adjustdir = diagonal_adjust[rndm (0, 9)];
1759 }
1760 }
1761 else
1762 {
1763 adjustdir = 0; /* fire the last one from forward. */
1764 }
1765
1766 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1767 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1768
1769 /* back up one space so we can hit point-blank targets, but this
1770 * necessitates extra out_of_map check below
1771 */
1772 origin_x = target_x - freearr_x[basedir];
1773 origin_y = target_y - freearr_y[basedir];
1774
1775
1731 /* spell pointer is set up for the spell this casts. Since this 1776 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1777 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1778 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1779 * do some sanity checking anyways.
1735 */ 1780 */
1781
1782 if (op->spell && op->spell->type == SPELL &&
1783 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1784 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1785 {
1786
1787 /* Bullet spells have a bunch more customization that needs to be done */
1788 if (op->spell->subtype == SP_BULLET)
1789 fire_bullet (owner, op, basedir, op->spell);
1790 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1791 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1792 }
1793#endif
1794
1795 /* spell pointer is set up for the spell this casts. Since this
1796 * should just be a pointer to the spell in some inventory,
1797 * it is unlikely to disappear by the time we need it. However,
1798 * do some sanity checking anyways.
1799 */
1800
1737 if (op->spell && op->spell->type == SPELL) 1801 if (op->spell && op->spell->type == SPELL)
1738 { 1802 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1803 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1804 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1805 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1807 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1744 } 1808 }
1745} 1809}
1746
1747
1748
1749 1810
1750/* fire_swarm: 1811/* fire_swarm:
1751 * The following routine creates a swarm of objects. It actually 1812 * The following routine creates a swarm of objects. It actually
1752 * sets up a specific swarm object, which then fires off all 1813 * sets up a specific swarm object, which then fires off all
1753 * the parts of the swarm. 1814 * the parts of the swarm.
1756 * caster: the caster (owner, wand, rod, scroll) 1817 * caster: the caster (owner, wand, rod, scroll)
1757 * dir: the direction everything will be fired in 1818 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1819 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1820 * n: the number to be fired.
1760 */ 1821 */
1761 1822int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1823fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1824{
1764 object *tmp;
1765 int i;
1766
1767 if (!spell->other_arch) return 0; 1825 if (!spell->other_arch)
1826 return 0;
1768 1827
1769 tmp=get_archetype(SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1770 tmp->x=op->x; 1829
1771 tmp->y=op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1773 set_spell_skill(op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1774
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1831 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1832 tmp->spell = spell->other_arch->instance ();
1777
1778 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1779 1834
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1782 return 1; 1837 return 1;
1783 } 1838
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1842
1788 tmp->direction=dir;
1789 tmp->invisible=1; 1843 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1844 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1845 tmp->direction = dir;
1846 tmp->facing = rndm (1, 8); // initial firing direction
1847 tmp->state = rndm (4) * 2 + 1; // direction increment
1848
1849 op->insert (tmp);
1850
1791 return 1; 1851 return 1;
1792} 1852}
1793
1794 1853
1795/* See the spells documentation file for why this is its own 1854/* See the spells documentation file for why this is its own
1796 * function. 1855 * function.
1797 */ 1856 */
1857int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1858cast_light (object *op, object *caster, object *spell, int dir)
1859{
1799 object *target=NULL,*tmp=NULL; 1860 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1861 sint16 x, y;
1801 int dam, mflags; 1862 int dam, mflags;
1802 mapstruct *m; 1863 maptile *m;
1803 1864
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1866
1806 if(!dir) { 1867 if (dir)
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1808 return 0;
1809 } 1868 {
1810
1811 x=op->x+freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1813 m = op->map; 1871 m = op->map;
1814 1872
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1874
1817 if (mflags & P_OUT_OF_MAP) { 1875 if (mflags & P_OUT_OF_MAP)
1876 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1878 return 0;
1820 } 1879 }
1821 1880
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 1882 {
1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1884 if (QUERY_FLAG (target, FLAG_MONSTER))
1885 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1887 if (target->head)
1888 target = target->head;
1889
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1829 } 1892 }
1830 } 1893 }
1831 1894
1832 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1897 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 1899 return 0;
1900 }
1836 } 1901 }
1837 1902
1838 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 1904 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1905 if (!tmp)
1906 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1908 return 0;
1843 } 1909 }
1910
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1845 if (tmp->glow_radius) { 1913 if (tmp->glow_radius)
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1914 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1915
1848 } 1916 if (dir)
1849 tmp->x=x; 1917 m->insert (tmp, x, y, op);
1850 tmp->y=y; 1918 else
1851 insert_ob_in_map(tmp,m,op,0); 1919 caster->outer_env ()->insert (tmp);
1920
1852 return 1; 1921 return 1;
1853} 1922}
1854
1855
1856
1857 1923
1858/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1859 * player and infects someone. 1925 * player and infects someone.
1860 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1863 */ 1929 */
1864 1930int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1931cast_cause_disease (object *op, object *caster, object *spell, int dir)
1932{
1866 sint16 x,y; 1933 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 1934 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 1935 object *walk;
1869 mapstruct *m; 1936 maptile *m;
1870 1937
1871 x = op->x; 1938 x = op->x;
1872 y = op->y; 1939 y = op->y;
1873 1940
1874 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 1942 * direction the player is pointing.
1876 */ 1943 */
1944 if (!dir)
1877 if (!dir) dir=op->facing; 1945 dir = op->facing;
1946
1947 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1948 return 0; /* won't find anything if casting on ourself, so just return */
1879 1949
1880 /* Calculate these once here */ 1950 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 1951 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 1952 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 1953 dur_mod = SP_level_duration_adjust (caster, spell);
1884 1954
1885 /* search in a line for a victim */ 1955 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 1956 for (i = 1; i < range; i++)
1957 {
1887 x = op->x + i * freearr_x[dir]; 1958 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 1959 y = op->y + i * freearr_y[dir];
1889 m = op->map; 1960 m = op->map;
1890 1961
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 1962 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 1963
1893 if (mflags & P_OUT_OF_MAP) return 0; 1964 if (mflags & P_OUT_OF_MAP)
1965 return 0;
1894 1966
1895 /* don't go through walls - presume diseases are airborne */ 1967 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1968 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1969 return 0;
1897 1970
1898 /* Only bother looking on this space if there is something living here */ 1971 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 1972 if (mflags & P_IS_ALIVE)
1973 {
1900 /* search this square for a victim */ 1974 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1976 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1977 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 1978 object *disease = arch_to_object (spell->other_arch);
1904 1979
1905 set_owner(disease,op); 1980 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 1983 disease->level = casting_level (caster, spell);
1909 1984
1910 /* do level adjustments */ 1985 /* do level adjustments */
1911 if(disease->stats.wc) 1986 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 1987 disease->stats.wc += dur_mod / 2;
1913 1988
1914 if(disease->magic> 0) 1989 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 1990 disease->magic += dur_mod / 8;
1916 1991
1917 if(disease->stats.maxhp>0) 1992 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 1993 disease->stats.maxhp += dur_mod;
1919 1994
1920 if(disease->stats.maxgrace>0) 1995 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 1996 disease->stats.maxgrace += dur_mod;
1922 1997
1923 if(disease->stats.dam) { 1998 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 1999 {
1925 disease->stats.dam += dam_mod; 2000 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2001 disease->stats.dam += dam_mod;
1927 } 2002 else
2003 disease->stats.dam -= dam_mod;
2004 }
1928 2005
1929 if(disease->last_sp) { 2006 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2007 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2008 disease->last_sp -= 2 * dam_mod;
1932 } 2009 if (disease->last_sp < 1)
2010 disease->last_sp = 1;
2011 }
1933 2012
1934 if(disease->stats.maxsp) { 2013 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2014 {
1936 disease->stats.maxsp += dam_mod; 2015 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2016 disease->stats.maxsp += dam_mod;
1938 } 2017 else
1939 2018 disease->stats.maxsp -= dam_mod;
2019 }
2020
1940 if(disease->stats.ac) 2021 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2022 disease->stats.ac += dam_mod;
1942 2023
1943 if(disease->last_eat) 2024 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2025 disease->last_eat -= dam_mod;
1945 2026
1946 if(disease->stats.hp) 2027 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2028 disease->stats.hp -= dam_mod;
1948 2029
1949 if(disease->stats.sp) 2030 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2031 disease->stats.sp -= dam_mod;
1951 2032
1952 if(infect_object(walk,disease,1)) { 2033 if (infect_object (walk, disease, 1))
1953 object *flash; /* visual effect for inflicting disease */ 2034 {
1954
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2035 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2036
1957 free_object(disease); /* don't need this one anymore */ 2037 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2038 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1959 flash->x = x; 2039 return 1;
1960 flash->y = y; 2040 }
1961 flash->map = walk->map; 2041
1962 insert_ob_in_map(flash,walk->map,op,0); 2042 disease->destroy ();
1963 return 1; 2043 }
1964 } 2044 } /* if living creature */
1965 free_object(disease); 2045 } /* for range of spaces */
1966 } 2046
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2047 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2048 return 1;
1971} 2049}

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