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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 1.92 by root, Wed Nov 11 04:45:23 2009 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 (©) 2005,2006,2007,2008,2009 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 it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * 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 Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* 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) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42static void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 44{
52 int weight_move; 45 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 47
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 48 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 50 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 51 return;
58 }else{ 52 }
53 else
54 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 57 }
62 58
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 60 {
65 int num_sections = 1; 61 int num_sections = 1;
66 62
67 /* don't move DM */ 63 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 65 return;
70 66
71 /* don't move parts of objects */ 67 /* don't move parts of objects */
72 if(tmp->head) continue; 68 if (tmp->head)
69 continue;
73 70
74 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
83 */ 82 */
84 83
85 /* surface area? -tm */ 84 /* surface area? -tm */
86 85
87 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
89 88
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* move it. */
91 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
93 * also be safe for objects. 93 * also be safe for objects.
94 * This does return if successful or not, but 94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
96 * right now. 96 * right now.
97 */ 97 */
98 move_object(tmp, absdir(op->stats.sp)); 98 move_object (tmp, absdir (op->stats.sp));
99 } 99 }
100 100
101 } 101 }
102} 102}
103 103
104/*************************************************************************** 104/***************************************************************************
105 * 105 *
106 * BOLT CODE 106 * BOLT CODE
107 * 107 *
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113 113static void
114void forklightning(object *op, object *tmp) { 114forklightning (object *op, object *tmp)
115{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 118 maptile *m;
118 sint16 sx,sy; 119 sint16 sx, sy;
119 object *new_bolt; 120 object *new_bolt;
120 121
121 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 124 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 125 * down to 0 for one going 90 degrees left off original path
125 */ 126 */
126 127
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 128 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 129 new_dir = -1;
129 130
130 /* check the new dir for a wall and in the map*/ 131 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
132 133
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 134 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 135 return;
135 return;
136 136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 138 return;
139 139
140 /* OK, we made a fork */ 140 /* OK, we made a fork */
141 new_bolt = get_object(); 141 new_bolt = tmp->clone ();
142 142
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 153 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 156 update_turn_face (new_bolt);
160} 157}
161 158
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
164 */ 161 */
165 162void
166void move_bolt(object *op) { 163move_bolt (object *op)
167 object *tmp; 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 mapstruct *m; 167 maptile *m;
171 168
172 if(--(op->duration)<0) { 169 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 170 {
171 op->drop_and_destroy ();
172 return;
173 }
174
177 hit_map(op,0,op->attacktype,1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
179 if(!op->direction) 177 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; 178 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++;
249 179
250 /* New forking code. Possibly create forks of this object 180 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; 181 op->range = 0;
261 } /* copy object and move it along */ 182 else
262 } /* if move bolt along */ 183 {
184 x = op->x + DIRX (op);
185 y = op->y + DIRY (op);
186 m = op->map;
187 mflags = get_map_flags (m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP)
190 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)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
198 {
199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if (op->direction & 1)
211 op->direction = absdir (op->direction + 4);
212 else
213 {
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
239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
240 return;
241 }
242 else
243 { /* Create a copy of this object and put it ahead */
244 object *tmp = op->clone ();
245
246 m->insert (tmp, x, y, op);
247 tmp->speed_left = -0.1f;
248 /* To make up for the decrease at the top of the function */
249 tmp->duration++;
250
251 /* New forking code. Possibly create forks of this object
252 * going off in other directions.
253 */
254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */
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;
261 } /* copy object and move it along */
262 } /* if move bolt along */
263} 263}
264 264
265/* fire_bolt 265/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 266 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 267 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 269 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
271 * pointers. 271 * pointers.
272 */ 272 */
273 273int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
275{
275 object *tmp=NULL; 276 object *tmp = NULL;
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp=arch_to_object(spob->other_arch); 282 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 289
290 if (spob->slaying)
291 tmp->slaying = spob->slaying;
292
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
293 297
294 tmp->direction=dir; 298 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
297 301
298 set_owner(tmp,op); 302 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
300 304
301 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 307 tmp->map = op->map;
304 308
309 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 312 {
313 tmp->drop_and_destroy ();
314 return 0;
315 }
316
317 tmp->map = newmap;
318
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 322 {
323 tmp->drop_and_destroy ();
313 return 0; 324 return 0;
314 } 325 }
315 tmp->x=op->x; 326
316 tmp->y=op->y; 327 tmp->x = op->x;
328 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 329 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 330 tmp->map = op->map;
319 } 331 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 334 move_bolt (tmp);
335
322 return 1; 336 return 1;
323} 337}
324
325
326 338
327/*************************************************************************** 339/***************************************************************************
328 * 340 *
329 * BULLET/BALL CODE 341 * BULLET/BALL CODE
330 * 342 *
331 ***************************************************************************/ 343 ***************************************************************************/
332 344
333/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 347 * At least that is what I think this does.
336 */ 348 */
349void
337void explosion(object *op) { 350explosion (object *op)
338 object *tmp; 351{
339 mapstruct *m=op->map; 352 maptile *m = op->map;
340 int i; 353 int i;
341 354
342 if(--(op->duration)<0) { 355 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 356 {
357 op->destroy ();
358 return;
359 }
360
347 hit_map(op,0,op->attacktype,0); 361 hit_map (op, 0, op->attacktype, 0);
348 362
349 if(op->range>0) { 363 if (op->range > 0)
350 for(i=1;i<9;i++) { 364 {
365 for (i = 1; i < 9; i++)
366 {
351 sint16 dx,dy; 367 sint16 dx, dy;
352 368
353 dx=op->x+freearr_x[i]; 369 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
355 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 373 * out of map, etc.
357 */ 374 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 376 {
360 copy_object(op,tmp); 377 object *tmp = op->clone ();
361 tmp->state=0; 378
362 tmp->speed_left= -0.21; 379 tmp->state = 0;
363 tmp->range--; 380 tmp->speed_left = -0.21f;
364 tmp->value=0; 381 tmp->range--;
365 tmp->x=dx; 382 tmp->value = 0;
366 tmp->y=dy; 383
367 insert_ob_in_map(tmp,m,op,0); 384 m->insert (tmp, dx, dy, op);
385 }
386 }
368 } 387 }
369 }
370 }
371} 388}
372
373 389
374/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
376 * explode. 392 * explode.
377 */ 393 */
394static void
378void explode_bullet(object *op) 395explode_bullet (object *op)
379{ 396{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 397 object *tmp, *owner;
382 398
383 if (op->other_arch == NULL) { 399 if (!op->other_arch)
400 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 402 op->destroy ();
386 free_object (op); 403 return;
387 return;
388 } 404 }
389 405
390 if (op->env) { 406 if (op->env)
391 object *env; 407 {
408 object *env = op->outer_env ();
392 409
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 410 if (!env->map || out_of_map (env->map, env->x, env->y))
411 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 413 op->destroy ();
397 free_object (op);
398 return; 414 return;
399 } 415 }
400 remove_ob (op); 416
401 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 418 }
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)) { 419 else if (out_of_map (op->map, op->x, op->y))
420 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 422 op->destroy ();
407 free_object (op); 423 return;
408 return;
409 } 424 }
410 425
426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
427 // NOTE: If this breaks something important: remove this. I can't think of anything
428 // bad at the moment that might happen from this.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 430 {
413 remove_ob (op); 431 op->destroy ();
414 free_object (op); 432 return;
433 }
434
435 if (op->attacktype)
436 {
437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ())
415 return; 440 return;
416 } 441 }
417 442
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 */ 443 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
426 445
427 copy_owner (tmp, op); 446 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 448
431 owner = get_owner(op); 449 owner = op->owner;
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450
451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
433 !tailor_god_spell(tmp, owner)) { 454 && !tailor_god_spell (tmp, owner))
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 455 {
438 tmp->x = op->x; 456 op->destroy ();
439 tmp->y = op->y; 457 return;
458 }
440 459
441 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462 {
443 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 464 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 465 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 466 tmp->duration = op->duration;
447 } else { 467 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 468 else
469 {
470 if (op->attacktype & AT_MAGIC)
471 tmp->attacktype |= AT_MAGIC;
472
449 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 477 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 478 * the count of the parent should work fine.
455 */ 479 */
456 tmp->stats.maxhp = op->count; 480 tmp->stats.maxhp = op->count;
457 } 481 }
458 482
459 /* Set direction of cone explosion */ 483 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 484 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
462 486
463 /* Prevent recursion */ 487 /* Prevent recursion */
464 op->move_on = 0; 488 op->move_on = 0;
465 489
466 insert_ob_in_map(tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
467 /* remove the firebullet */ 493 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 495}
473
474
475 496
476/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
478 */ 499 */
479 500void
480void check_bullet(object *op) 501check_bullet (object *op)
481{ 502{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 503 object *tmp;
484 int dam, mflags; 504 int dam, mflags;
485 mapstruct *m; 505 maptile *m;
486 sint16 sx, sy; 506 sint16 sx, sy;
487 507
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 509
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 511 return;
492 512
493 if (op->other_arch) { 513 if (op->other_arch)
514 {
494 /* explode object will also remove op */ 515 /* explode object will also remove op */
495 explode_bullet (op); 516 explode_bullet (op);
496 return; 517 return;
497 } 518 }
498 519
499 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
501 523
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
503 { 525 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 527 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529
508 || (op->stats.dam -= dam) < 0) 530 // TODO: can't understand the following if's
531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 { 532 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 534 {
512 free_object(op); 535 op->destroy ();
513 return; 536 return;
514 } 537 }
515 } 538 }
516 } 539 }
517 } 540 }
518} 541}
519
520 542
521/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 544 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
525 */ 547 */
526 548void
527void move_bullet(object *op) 549move_bullet (object *op)
528{ 550{
529 sint16 new_x, new_y;
530 int mflags;
531 mapstruct *m;
532
533#if 0 551#if 0
534 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
535 553
536 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
539 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
541 return; 560 return;
542 } /* end addition. */ 561 } /* end addition. */
543#endif 562#endif
544 563
545 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
547 if (op->other_arch) { 567 if (op->other_arch)
548 explode_bullet (op); 568 explode_bullet (op);
549 } else { 569 else
550 remove_ob (op); 570 op->destroy ();
551 free_object (op); 571
552 }
553 return; 572 return;
573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
554 } 579 {
555 580 op->destroy ();
556 new_x = op->x + DIRX(op);
557 new_y = op->y + DIRY(op);
558 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
560
561 if (mflags & P_OUT_OF_MAP) {
562 remove_ob (op);
563 free_object (op);
564 return; 581 return;
582 }
583
584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
565 } 589 {
566
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
568 if (op->other_arch) { 590 if (op->other_arch)
569 explode_bullet (op); 591 explode_bullet (op);
570 } else { 592 else
571 remove_ob (op); 593 op->destroy ();
572 free_object (op); 594
573 }
574 return; 595 return;
575 } 596 }
576 597
577 remove_ob (op); 598 if (!(op = pos.insert (op, 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; 599 return;
582 600
583 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
584 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 604 update_turn_face (op);
586 } else { 605 }
606 else
587 check_bullet (op); 607 check_bullet (op);
588 }
589} 608}
590
591
592
593 609
594/* fire_bullet 610/* fire_bullet
595 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
598 * spob->attacktype. 614 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
600 * pointers. 616 * pointers.
601 */ 617 */
602 618int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
604 object *tmp=NULL; 621 object *tmp = NULL;
605 int mflags; 622 int mflags;
606 623
607 if (!spob->other_arch) 624 if (!spob->other_arch)
608 return 0; 625 return 0;
609 626
610 tmp=arch_to_object(spob->other_arch); 627 tmp = spob->other_arch->instance ();
611 if(tmp==NULL) 628 if (!tmp)
612 return 0; 629 return 0;
613 630
614 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
618 636
619 tmp->range = 50; 637 tmp->range = 50;
620 638
621 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 643
626 tmp->direction=dir; 644 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
629 647
630 set_owner(tmp,op); 648 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
632 650
633 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 653 tmp->map = op->map;
636 654
655 maptile *newmap;
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 658 {
659 tmp->destroy ();
660 return 0;
661 }
662
663 tmp->map = newmap;
664
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
666 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 668 {
669 tmp->destroy ();
645 return 0; 670 return 0;
646 } 671 }
647 tmp->x=op->x; 672
648 tmp->y=op->y; 673 tmp->x = op->x;
674 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 675 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 676 tmp->map = op->map;
651 } 677 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 678
679 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 680 check_bullet (tmp);
654 } 681
655 return 1; 682 return 1;
656} 683}
657
658
659
660 684
661/***************************************************************************** 685/*****************************************************************************
662 * 686 *
663 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
664 * 688 *
665 *****************************************************************************/ 689 *****************************************************************************/
666 690
667
668/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
692static void
669void cone_drop(object *op) { 693cone_drop (object *op)
694{
670 object *new_ob = arch_to_object(op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
671 696
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 697 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 698 new_ob->set_owner (op->owner);
676 699
677 /* preserve skill ownership */ 700 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 701 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 702 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 703
681 } 704 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 705}
685 706
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 708
709void
688void move_cone(object *op) { 710move_cone (object *op)
689 int i; 711{
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 713 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 } 714 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0);
717 return;
718 }
700 719
701 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
722 {
703 hit_map(op,0,op->attacktype,0); 723 hit_map (op, 0, op->attacktype, 0);
704 return; 724 return;
705 } 725 }
706 726
707#if 0 727#if 0
708 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 729 * when their cone dies when they die.
710 */ 730 */
711 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 732 if (op->owner == NULL)
713 remove_ob(op); 733 {
714 free_object(op); 734 op->destroy ();
715 return; 735 return;
716 } 736 }
717#endif 737#endif
718 738
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 739 hit_map (op, 0, op->attacktype, 0);
721 740
741 if (!op->is_on_map ())
742 return;
743
722 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
724 * degree. 746 * degree.
725 */ 747 */
748 if (op->weight)
749 {
726 if(op->weight) check_spell_knockback(op); 750 check_spell_knockback (op);
727 751
728 if (was_destroyed (op, tag)) 752 if (!op->is_on_map ())
729 return; 753 return;
754 }
730 755
731 if((op->duration--)<0) { 756 if (op->duration-- < 0)
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 757 {
758 op->destroy ();
759 return;
760 }
736 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 762 * any further. When the duration above expires,
738 * then the object will get removed. 763 * then the object will get removed.
739 */ 764 */
740 if (--op->range < 0) { 765 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 766 {
767 op->range = 0; /* just so it doesn't wrap */
768 return;
769 }
744 770
745 for(i= -1;i<2;i++) { 771 for (int i = -1; i <= 1; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 772 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 774
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 776 {
751 copy_object(op, tmp); 777 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 778
755 tmp->duration = op->duration + 1; 779 tmp->duration = op->duration + 1;
756 780
757 /* Use for spell tracking - see ok_to_put_more() */ 781 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 782 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 783
760 if (tmp->other_arch) cone_drop(tmp); 784 op->map->insert (tmp, x, y, op);
761 } 785
786 if (tmp->other_arch)
787 cone_drop (tmp);
788 }
762 } 789 }
763} 790}
764 791
765/* cast_cone: casts a cone spell. 792/* cast_cone: casts a cone spell.
766 * op: person firing the object. 793 * op: person firing the object.
768 * dir: direction to fire in. 795 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 796 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 797 * to fire.
771 * returns 0 on failure, 1 on success. 798 * returns 0 on failure, 1 on success.
772 */ 799 */
800int
773int cast_cone(object *op, object *caster,int dir, object *spell) 801cast_cone (object *op, object *caster, int dir, object *spell)
774{ 802{
775 object *tmp; 803 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 804 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 805 maptile *m;
778 sint16 sx, sy; 806 sint16 sx, sy;
779 MoveType movetype; 807 MoveType movetype;
780 808
781 if (!spell->other_arch) return 0; 809 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; 810 return 0;
811
812 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 813 {
814 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
815 return 0;
816 }
789 817
790 if(!dir) { 818 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 819 {
820 range_min = 0;
821 range_max = 8;
822 }
794 823
795 /* Need to know what the movetype of the object we are about 824 /* 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 825 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 826 * insert it into is blocked.
798 */ 827 */
799 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
800 829
801 for(i=range_min;i<=range_max;i++) { 830 for (i = range_min; i <= range_max; i++)
802 sint16 x,y, d; 831 {
832 sint16 x, y;
803 833
804 /* We can't use absdir here, because it never returns 834 /* 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 835 * 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 836 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 837 * to hit that person.
808 */ 838 */
809 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
810 while (d < 0) d+=8;
811 while (d > 8) d-=8;
812 840
813 /* If it's not a rune, we don't want to blast the caster. 841 /* 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, 842 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 845 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 846 * for the rune code.
819 */ 847 */
820 if (caster->type != RUNE && d==0) { 848 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 849 {
822 else continue; 850 if (dir != 0)
823 } 851 d = 8;
852 else
853 continue;
854 }
824 855
825 x = op->x+freearr_x[d]; 856 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 857 y = op->y + freearr_y[d];
827 858
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 859 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 860 continue;
830 861
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 863 continue;
833 864
834 success=1; 865 success = 1;
835 tmp=arch_to_object(spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 867 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 870 tmp->attacktype = spell->attacktype;
842 871
843 /* holy word stuff */ 872 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 874 if (!tailor_god_spell (tmp, op))
846 } 875 return 0;
847 876
848 if(dir) 877 if (dir)
849 tmp->stats.sp=dir; 878 tmp->stats.sp = dir;
850 else 879 else
851 tmp->stats.sp=i; 880 tmp->stats.sp = i;
852 881
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 882 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 883
855 /* If casting it in all directions, it doesn't go as far */ 884 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 885 if (dir == 0)
886 {
857 tmp->range /= 4; 887 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 888 if (tmp->range < 2 && spell->range >= 2)
859 } 889 tmp->range = 2;
890 }
891
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 892 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 893 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 894
863 /* Special bonus for fear attacks */ 895 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 896 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 897 {
866 else 898 if (caster->type == PLAYER)
899 tmp->duration += fear_bonus[caster->stats.Cha];
900 else
867 tmp->duration += caster->level/3; 901 tmp->duration += caster->level / 3;
868 } 902 }
903
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 904 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 905 {
871 else 906 if (caster->type == PLAYER)
907 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
908 else
872 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
873 } 910 }
874 911
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 spell->other_arch->name);
879 914
880 if (!tmp->move_on && tmp->stats.dam) { 915 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 916 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);
886 917
918 m->insert (tmp, sx, sy, op);
919
887 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 921 * a single space too many times.
889 */ 922 */
890 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
891 924
892 if(tmp->other_arch) cone_drop(tmp); 925 if (tmp->other_arch)
926 cone_drop (tmp);
893 } 927 }
928
894 return success; 929 return success;
895} 930}
896 931
897/**************************************************************************** 932/****************************************************************************
898 * 933 *
899 * BOMB related code 934 * BOMB related code
900 * 935 *
901 ****************************************************************************/ 936 ****************************************************************************/
902 937
903
904/* This handles an exploding bomb. 938/* This handles an exploding bomb.
905 * op is the original bomb object. 939 * op is the original bomb object.
906 */ 940 */
941void
907void animate_bomb(object *op) { 942animate_bomb (object *op)
908 int i; 943{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return;
914
915 env = object_get_env_recursive(op);
916
917 if (op->env) {
918 if (env->map == NULL)
919 return;
920
921 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count);
923
924 remove_ob(op);
925 op->x = env->x;
926 op->y = env->y;
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
928 return; 945 return;
946
947 object *env = op->outer_env ();
948
949 if (op->env)
929 } 950 {
951 if (!env->map)
952 return;
930 953
954 if (!(op = op->insert_at (env, op)))
955 return;
956 }
957
958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
959 // on a safe map. I don't like this special casing, but it seems to be neccessary
960 // as bombs can be carried.
961 if (op->ms ().flags () & P_SAFE)
962 {
963 op->destroy ();
964 return;
965 }
966
931 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 969 * so just set up the appropriate values.
934 */ 970 */
935 at = find_archetype(SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 972 {
937 for(i=1;i<9;i++) { 973 for (int i = 1; i < 9; i++)
974 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 976 continue;
940 tmp = arch_to_object(at); 977
978 object *tmp = arch_to_object (at);
941 tmp->direction = i; 979 tmp->direction = i;
942 tmp->range = op->range; 980 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 982 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 984 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 985 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 986 tmp->skill = op->skill;
949 tmp->skill = add_refcount(op->skill); 987
988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
989 SET_ANIMATION (tmp, i);
990
991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
992 move_bullet (tmp);
993 }
950 } 994 }
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 }
959 995
960 explode_bullet(op); 996 explode_bullet (op);
961} 997}
962 998
999int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1000create_bomb (object *op, object *caster, int dir, object *spell)
964 1001{
965 object *tmp; 1002 object *tmp;
966 int mflags; 1003 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1005 maptile *m;
969 1006
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1016 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1018 return 0;
1019 }
974 } 1020 }
1021
975 tmp=arch_to_object(spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
976 1023
977 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
982 1029
983 set_owner(tmp,op); 1030 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1032
986 tmp->y=dy; 1033 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1034 return 1;
989} 1035}
990 1036
991/**************************************************************************** 1037/****************************************************************************
992 * 1038 *
993 * smite related spell code. 1039 * smite related spell code.
1001 * dir is the direction to look in. 1047 * dir is the direction to look in.
1002 * range is how far out to look. 1048 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1005 */ 1051 */
1006 1052static object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1053get_pointed_target (object *op, int dir, int range, int type)
1054{
1008 object *target; 1055 object *target;
1009 sint16 x,y; 1056 sint16 x, y;
1010 int dist, mflags; 1057 int dist, mflags;
1011 mapstruct *mp; 1058 maptile *mp;
1012 1059
1013 if (dir==0) return NULL; 1060 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; 1061 return NULL;
1035}
1036 1062
1063 for (dist = 1; dist < range; dist++)
1064 {
1065 x = op->x + freearr_x[dir] * dist;
1066 y = op->y + freearr_y[dir] * dist;
1067 mp = op->map;
1068 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1069
1070 if (mflags & P_OUT_OF_MAP)
1071 return NULL;
1072 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1073 return NULL;
1074 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1075 return NULL;
1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1077 return NULL;
1078
1079 if (mflags & P_IS_ALIVE)
1080 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1082 return target;
1083 }
1084
1085 return NULL;
1086}
1037 1087
1038/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1040 * usual params - 1090 * usual params -
1041 * op = player 1091 * op = player
1042 * caster = object casting the spell. 1092 * caster = object casting the spell.
1043 * dir = direction being cast 1093 * dir = direction being cast
1044 * spell = spell object 1094 * spell = spell object
1045 */ 1095 */
1046 1096int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1098{
1048 object *effect, *target; 1099 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1100 object *god = find_god (determine_god (op));
1050 int range; 1101 int range;
1051 1102
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1103 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1104 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1105
1055 /* Bunch of conditions for casting this spell. Note that only 1106 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1107 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1108 * 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 1109 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1110 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1112 * can't be friendly to your god.
1062 */ 1113 */
1063 1114
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1065 ||(!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1118 || (god && target->title == god->name)
1067 ||(target->race && god && strstr(target->race,god->race))) { 1119 || (god && target->race.contains (god->race)))
1120 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1122 return 0;
1070 } 1123 }
1071 1124
1072 if (spell->other_arch) 1125 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1074 else 1127 else
1075 return 0; 1128 return 0;
1076 1129
1077 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1134 {
1081 if(tailor_god_spell(effect,op)) 1135 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1137 else
1138 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1140 return 0;
1087 } 1141 }
1088 } 1142 }
1089 1143
1090 /* size of the area of destruction */ 1144 /* size of the area of destruction */
1091 effect->range=spell->range + 1145 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1146 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1147
1096 if (effect->attacktype & AT_DEATH) { 1148 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1149 {
1098 SP_level_dam_adjust(caster,spell); 1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1151
1100 /* casting death spells at undead isn't a good thing */ 1152 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1153 if (QUERY_FLAG (target, FLAG_UNDEAD))
1154 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1155 if (random_roll (0, 2, op, PREFER_LOW))
1156 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1158 effect->x = op->x;
1105 effect->y=op->y; 1159 effect->y = op->y;
1106 } else { 1160 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1161 else
1108 query_name(target)); 1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1164 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1165 effect->destroy ();
1111 return 0; 1166 return 0;
1167 }
1168 }
1112 } 1169 }
1113 } 1170 else
1114 } else { 1171 {
1115 /* how much woe to inflict :) */ 1172 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1173 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1174 }
1119 1175
1120 set_owner(effect,op); 1176 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1177 set_spell_skill (op, caster, spell, effect);
1122 1178
1123 /* ok, tell it where to be, and insert! */ 1179 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1180 effect->insert_at (target, op);
1125 effect->y=target->y; 1181
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1182 return 1;
1129} 1183}
1130
1131 1184
1132/**************************************************************************** 1185/****************************************************************************
1133 * 1186 *
1134 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1135 * note that the fire_bullet is used to fire the missile. The 1188 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1189 * code here is just to move the missile.
1137 ****************************************************************************/ 1190 ****************************************************************************/
1138 1191
1139/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1193void
1140void move_missile(object *op) { 1194move_missile (object *op)
1141 int i, mflags; 1195{
1142 object *owner;
1143 sint16 new_x, new_y;
1144 mapstruct *m;
1145
1146 if (op->range-- <=0) { 1196 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1151 1201
1152 owner = get_owner(op); 1202 mapxy pos (op);
1153#if 0 1203 pos.move (op->direction);
1154 /* It'd make things nastier if this wasn't here - spells cast by 1204
1155 * monster that are then killed would continue to survive 1205 if (!pos.normalise ())
1156 */
1157 if (owner == NULL) {
1158 remove_ob(op);
1159 free_object(op);
1160 return;
1161 } 1206 {
1162#endif 1207 op->destroy ();
1208 return;
1209 }
1163 1210
1164 new_x = op->x + DIRX(op); 1211 mapspace &ms = pos.ms ();
1165 new_y = op->y + DIRY(op);
1166 1212
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1168 1214 {
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); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1175 */ 1218 */
1176 if ( ! was_destroyed (op, tag)) { 1219 op->destroy ();
1177 remove_ob (op); 1220 return;
1178 free_object(op); 1221 }
1179 } 1222
1180 return; 1223 if (!op->direction)
1181 } 1224 {
1182 1225 op->destroy ();
1183 remove_ob(op); 1226 return;
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1185 free_object(op);
1186 return;
1187 } 1227 }
1188 op->x = new_x; 1228
1189 op->y = new_y; 1229 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){ 1230 if (i > 0 && i != op->direction)
1231 {
1193 op->direction=i; 1232 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1195 } 1234 }
1196 insert_ob_in_map(op,op->map,op,0); 1235
1236 pos.insert (op, op);
1197} 1237}
1198 1238
1199/**************************************************************************** 1239/****************************************************************************
1200 * Destruction 1240 * Destruction
1201 ****************************************************************************/ 1241 ****************************************************************************/
1242
1202/* make_object_glow() - currently only makes living objects glow. 1243/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1207 */ 1248 */
1208 1249static int
1209int make_object_glow(object *op, int radius, int time) { 1250make_object_glow (object *op, int radius, int time)
1210 object *tmp; 1251{
1211
1212 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1254 return 0;
1215 1255
1216 tmp=get_archetype(FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1258 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1221 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII;
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); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1228 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1230 1265
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; 1266 return 1;
1237} 1267}
1238 1268
1239 1269int
1240
1241
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1270cast_destruction (object *op, object *caster, object *spell_ob)
1243 int i,j, range, mflags, friendly=0, dam, dur; 1271{
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); 1272 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); 1273 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); 1274 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 1275
1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1277
1254 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1279 * 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 */ 1280 */
1260 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1283 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1285 else if (caster->skill)
1286 op->skill = caster->skill;
1287 else
1263 else op->skill = NULL; 1288 op->skill = 0;
1264 1289
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1266 1291
1267 for(i= -range; i<range; i++) { 1292 unordered_mapwalk (op, -range, -range, range, range)
1268 for(j=-range; j<range ; j++) { 1293 {
1269 m = op->map; 1294 mapspace &ms = m->at (nx, ny);
1270 sx = op->x + i; 1295
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) { 1296 if (ms.flags () & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1277 } 1299 {
1278 if (tmp) { 1300 tmp = tmp->head_ ();
1279 if (tmp->head) tmp=tmp->head;
1280 1301
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1304 {
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1306 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1308
1286 tmp = arch_to_object(spell_ob->other_arch); 1309 if (spell_ob->other_arch)
1287 tmp->x = sx; 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1288 tmp->y = sy; 1311 }
1289 insert_ob_in_map(tmp, m, op, 0); 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1290 } 1313 {
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) { 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1296 effect->x = sx; 1316 }
1297 effect->y = sy; 1317 }
1298 insert_ob_in_map(effect, m, op, 0); 1318 }
1299 }
1300 }
1301 }
1302 }
1303 } 1319 }
1304 } 1320
1305 }
1306 op->skill = skill; 1321 op->skill = skill;
1307 return 1; 1322 return 1;
1308} 1323}
1309 1324
1310/*************************************************************************** 1325/***************************************************************************
1311 * 1326 *
1312 * CURSE 1327 * CURSE
1313 * 1328 *
1314 ***************************************************************************/ 1329 ***************************************************************************/
1315 1330int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1331cast_curse (object *op, object *caster, object *spell_ob, int dir)
1332{
1317 object *god = find_god(determine_god(op)); 1333 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1334 object *tmp, *force;
1319 1335
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1336 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1337 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1338 {
1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1340 return 0;
1341 }
1327 1342
1343 tmp = tmp->head_ ();
1344
1328 /* If we've already got a force of this type, don't add a new one. */ 1345 /* 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) { 1346 for (force = tmp->inv; force; force = force->below)
1347 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1349 {
1331 if (force->name == spell_ob->name) { 1350 if (force->name == spell_ob->name)
1332 break; 1351 {
1333 } 1352 break;
1353 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1354 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1355 {
1336 "You can not cast %s while %s is in effect", 1356 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); 1357 return 0;
1338 return 0; 1358 }
1359 }
1339 } 1360 }
1340 } 1361
1362 if (!force)
1341 } 1363 {
1342
1343 if(force==NULL) {
1344 force=get_archetype(FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name); 1366
1347 if (spell_ob->race) 1367 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1368 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 { 1369 else
1370 force->name = spell_ob->name;
1371
1372 force->name_pl = spell_ob->name;
1373
1374 }
1375 else
1376 {
1355 int duration; 1377 int duration;
1356 1378
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1379 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1380 if (duration > force->duration)
1381 {
1359 force->duration = duration; 1382 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1383 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1384 }
1385 else
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1387
1364 return 1; 1388 return 1;
1365 } 1389 }
1390
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1391 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1392 force->speed = 1.f;
1368 force->speed_left = -1.0; 1393 force->speed_left = -1.f;
1369 SET_FLAG(force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1370 1395
1371 if(god) { 1396 if (god)
1397 {
1372 if (spell_ob->last_grace) 1398 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1399 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1401 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1402 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); 1403 }
1378 } else 1404 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1406
1381 1407
1382 if(tmp!=op && op->type==PLAYER) 1408 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1409 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1410
1385 force->stats.ac = spell_ob->stats.ac; 1411 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1387 1413
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1415 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1416 tmp->update_stats ();
1417
1391 return 1; 1418 return 1;
1392
1393} 1419}
1394
1395 1420
1396/********************************************************************** 1421/**********************************************************************
1397 * mood change 1422 * mood change
1398 * Arguably, this may or may not be an attack spell. But since it 1423 * 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 1424 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/ 1425 ***********************************************************************/
1401 1426
1402/* This covers the various spells that change the moods of monsters - 1427/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1428 * makes them angry, peacful, friendly, etc.
1404 */ 1429 */
1430int
1405int mood_change(object *op, object *caster, object *spell) { 1431mood_change (object *op, object *caster, object *spell)
1432{
1406 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1408 sint16 x, y, nx, ny;
1409 mapstruct *m;
1410 const char *race; 1435 const char *race;
1411 1436
1412 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1438 * doing it over and over again.
1414 */ 1439 */
1415 god=find_god(determine_god(op)); 1440 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1441 level = casting_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1443
1419 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* 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 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1446 * won't ever match anything.
1422 */ 1447 */
1423 if (!spell->race) race=NULL; 1448 if (!spell->race)
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1449 race = NULL;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1451 race = god->slaying;
1452 else if (god && spell->race == shstr_GOD_FRIEND)
1453 race = god->race;
1454 else
1426 else race = spell->race; 1455 race = spell->race;
1456
1457 unordered_mapwalk (op, -range, -range, range, range)
1427 1458 {
1459 mapspace &ms = m->at (nx, ny);
1428 1460
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 */ 1461 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1462 if (!ms.flags () & P_IS_ALIVE)
1463 continue;
1441 1464
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1465 // players can only affect spaces that they can actually see
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1466 if (caster
1467 && caster->contr
1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1469 continue;
1444 1470
1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1472 if (tmp->flag [FLAG_MONSTER])
1473 break;
1474
1445 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1476 if (!tmp)
1477 continue;
1447 1478
1448 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1480 head = tmp->head_ ();
1450 else head=tmp;
1451 1481
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* 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; 1483 if (race && head->race && !strstr (race, head->race))
1484 continue;
1485
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1487 continue;
1455 1488
1456 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1490 best_at = -1;
1458 if (spell->attacktype) { 1491 if (spell->attacktype)
1492 {
1459 for (at=0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1496 best_at = at;
1462 1497
1463 if (best_at == -1) at=0; 1498 if (best_at == -1)
1499 at = 0;
1464 else { 1500 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 { 1501 {
1485 if ( head->level > level ) continue; 1502 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; 1503 continue;
1504 else
1505 at = head->resist[best_at] / 5;
1489 } 1506 }
1490 1507
1508 at -= level / 5;
1509 if (did_make_save (head, head->level, at))
1510 continue;
1511 }
1512 else /* spell->attacktype */
1513 {
1514 /*
1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1516 * if spell level < monster level, no go
1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1518
1519 The chance will then be in the range [20-70] percent, not too bad.
1520
1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1522 charm a level 125 monster...
1523
1524 Ryo, august 14th
1525 */
1526 if (head->level > level)
1527 continue;
1528
1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1530 /* Failed, no effect */
1531 continue;
1532 }
1533
1491 /* Done with saving throw. Now start effecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1492 1536
1493 /* aggravation */ 1537 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1539 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1541 remove_friendly_object (head);
1542 done_one = 1;
1543 head->enemy = op;
1544 }
1498 1545
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */ 1546 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1548 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1550 head->enemy = NULL;
1507 done_one = 1; 1551 done_one = 1;
1508 } 1552 }
1509 1553
1510 /* berserk monsters */ 1554 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1556 {
1512 SET_FLAG(head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1558 done_one = 1;
1514 } 1559 }
1560
1515 /* charm */ 1561 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1563 {
1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 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. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1570 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1572 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1526 done_one = 1; 1574 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1576 head->stats.exp = 0;
1529 } 1577 }
1530 1578
1531 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1580 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1581 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 } 1582 }
1538 } /* for y */
1539 1583
1540 return 1; 1584 return 1;
1541} 1585}
1542
1543 1586
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* 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 1588 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1590 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1549 */ 1592 */
1550 1593void
1551void move_ball_spell(object *op) { 1594move_ball_spell (object *op)
1595{
1552 int i,j,dam_save,dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1554 object *owner; 1598 object *owner;
1555 mapstruct *m; 1599 maptile *m;
1556 1600
1557 owner = get_owner(op); 1601 owner = op->owner;
1558 1602
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1603 /* 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 1604 * 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 1605 * 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 1606 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1607 * deviations.
1564 */ 1608 */
1565 1609
1566 dir = 0; 1610 dir = 0;
1567 if(!(rndm(0, 3))) 1611 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1612 j = rndm (0, 1);
1569 else j=0; 1613 else
1614 j = 0;
1570 1615
1571 for(i = 1; i < 9; i++) { 1616 for (i = 1; i < 9; i++)
1617 {
1572 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1574 */ 1620 */
1575
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1578 1623
1579 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1626 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)))) { 1627 {
1583 dir = tmpdir; 1628 dir = tmpdir;
1584 break; 1629 break;
1585 } 1630 }
1586 } 1631 }
1632
1587 if (dir == 0) { 1633 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1634 {
1635 nx = op->x;
1636 ny = op->y;
1637 m = op->map;
1638 }
1592 1639
1593 remove_ob(op); 1640 m->insert (op, nx, ny, op);
1594 op->y=ny; 1641
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 1642 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1643 surrounding squares */
1600 1644
1601 /* loop over current square and neighbors to hit. 1645 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1646 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1647 * the surround spaces.
1604 */ 1648 */
1605 for(j=0;j<9;j++) { 1649 for (j = 0; j < 9; j++)
1606 object *new_ob; 1650 {
1607
1608 hx = nx+freearr_x[j]; 1651 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1652 hy = ny + freearr_y[j];
1610 1653
1611 m = op->map; 1654 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1655 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1656
1614 if (mflags & P_OUT_OF_MAP) continue; 1657 if (mflags & P_OUT_OF_MAP)
1658 continue;
1615 1659
1616 /* first, don't ever, ever hit the owner. Don't hit out 1660 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1661 * of the map either.
1618 */ 1662 */
1619 1663
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1664 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; 1665 {
1666 if (j)
1667 op->stats.dam = dam_save / 2;
1668
1622 hit_map(op,j,op->attacktype,1); 1669 hit_map (op, j, op->attacktype, 1);
1670 }
1623 1671
1624 }
1625
1626 /* insert the other arch */ 1672 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1673 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); 1674 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 } 1675 }
1634 1676
1635 /* restore to the center location and damage*/ 1677 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1637 1679
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1680 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1681
1640 if(i>=0) { /* we have a preferred direction! */ 1682 if (i >= 0)
1683 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1684 /* 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 || 1685 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))) { 1686 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1687 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1688
1646 op->direction=i; 1689 op->direction = i;
1647 } 1690 }
1648} 1691}
1649 1692
1650
1651/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1652 * This is an implementation of the swarm spell. It was written for 1694 * 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 1695 * 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 1696 * 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 1697 * 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. 1698 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1699 */
1658 1700void
1659void move_swarm_spell(object *op) 1701move_swarm_spell (object *op)
1660{ 1702{
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 1703#if 0
1683 // this is bogus: it causes wrong places to be checked below 1704 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 1705 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 1706 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1707 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1708 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 1709#endif
1710 object *owner = op->env;
1730 1711
1712 if (!owner) // MUST not happen, remove when true TODO
1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1715 op->destroy ();
1716 return;
1717 }
1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1725 op->duration--;
1726
1727 int basedir = op->direction;
1728 if (!basedir)
1729 {
1730 /* spray in all directions! 8) */
1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1733 }
1734
1735#if 0
1736 // this is bogus: it causes wrong places to be checked below
1737 // (a wall 2 cells away will block the effect...) and
1738 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1739 // space.
1740 // should be fixed later, but correctness before features...
1741 // (schmorp)
1742
1743 /* new offset calculation to make swarm element distribution
1744 * more uniform
1745 */
1746 if (op->duration)
1747 {
1748 if (basedir & 1)
1749 {
1750 adjustdir = cardinal_adjust[rndm (0, 8)];
1751 }
1752 else
1753 {
1754 adjustdir = diagonal_adjust[rndm (0, 9)];
1755 }
1756 }
1757 else
1758 {
1759 adjustdir = 0; /* fire the last one from forward. */
1760 }
1761
1762 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1763 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1764
1765 /* back up one space so we can hit point-blank targets, but this
1766 * necessitates extra out_of_map check below
1767 */
1768 origin_x = target_x - freearr_x[basedir];
1769 origin_y = target_y - freearr_y[basedir];
1770
1771
1731 /* spell pointer is set up for the spell this casts. Since this 1772 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1773 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1774 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1775 * do some sanity checking anyways.
1735 */ 1776 */
1777
1778 if (op->spell && op->spell->type == SPELL &&
1779 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1780 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1781 {
1782
1783 /* Bullet spells have a bunch more customization that needs to be done */
1784 if (op->spell->subtype == SP_BULLET)
1785 fire_bullet (owner, op, basedir, op->spell);
1786 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1787 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1788 }
1789#endif
1790
1791 /* spell pointer is set up for the spell this casts. Since this
1792 * should just be a pointer to the spell in some inventory,
1793 * it is unlikely to disappear by the time we need it. However,
1794 * do some sanity checking anyways.
1795 */
1796
1737 if (op->spell && op->spell->type == SPELL) 1797 if (op->spell && op->spell->type == SPELL)
1738 { 1798 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1744 } 1804 }
1745} 1805}
1746
1747
1748
1749 1806
1750/* fire_swarm: 1807/* fire_swarm:
1751 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1752 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1753 * the parts of the swarm. 1810 * the parts of the swarm.
1756 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1757 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1816 * n: the number to be fired.
1760 */ 1817 */
1761 1818int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1820{
1764 object *tmp;
1765 int i;
1766
1767 if (!spell->other_arch) return 0; 1821 if (!spell->other_arch)
1822 return 0;
1768 1823
1769 tmp=get_archetype(SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1770 tmp->x=op->x; 1825
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); 1826 set_spell_skill (op, caster, spell, tmp);
1774
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1777
1778 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1779 1830
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1782 return 1; 1833 return 1;
1783 } 1834
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1838
1788 tmp->direction=dir;
1789 tmp->invisible=1; 1839 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1841 tmp->direction = dir;
1842 tmp->facing = rndm (1, 8); // initial firing direction
1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1844
1845 op->insert (tmp);
1846
1791 return 1; 1847 return 1;
1792} 1848}
1793
1794 1849
1795/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1796 * function. 1851 * function.
1797 */ 1852 */
1853int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1854cast_light (object *op, object *caster, object *spell, int dir)
1855{
1799 object *target=NULL,*tmp=NULL; 1856 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1857 sint16 x, y;
1801 int dam, mflags; 1858 int dam, mflags;
1802 mapstruct *m; 1859 maptile *m;
1803 1860
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1862
1806 if(!dir) { 1863 if (dir)
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1808 return 0;
1809 } 1864 {
1810
1811 x=op->x+freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1813 m = op->map; 1867 m = op->map;
1814 1868
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1870
1817 if (mflags & P_OUT_OF_MAP) { 1871 if (mflags & P_OUT_OF_MAP)
1872 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1874 return 0;
1820 } 1875 }
1821 1876
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 1878 {
1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1881 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1883 if (target->head)
1884 target = target->head;
1885
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1829 } 1888 }
1830 } 1889 }
1831 1890
1832 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1893 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 1895 return 0;
1896 }
1836 } 1897 }
1837 1898
1838 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1901 if (!tmp)
1902 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1904 return 0;
1843 } 1905 }
1906
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1845 if (tmp->glow_radius) { 1909 if (tmp->glow_radius)
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1910 tmp->set_glow_radius (
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1848 } 1912 );
1849 tmp->x=x; 1913
1850 tmp->y=y; 1914 if (dir)
1851 insert_ob_in_map(tmp,m,op,0); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1852 return 1; 1919 return 1;
1853} 1920}
1854
1855
1856
1857 1921
1858/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1859 * player and infects someone. 1923 * player and infects someone.
1860 * op is the player/monster, caster is the object, dir is the direction 1924 * 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 1925 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
1863 */ 1927 */
1864 1928int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
1930{
1866 sint16 x,y; 1931 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 1933 object *walk;
1869 mapstruct *m; 1934 maptile *m;
1870 1935
1871 x = op->x; 1936 x = op->x;
1872 y = op->y; 1937 y = op->y;
1873 1938
1874 /* If casting from a scroll, no direction will be available, so refer to the 1939 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 1940 * direction the player is pointing.
1876 */ 1941 */
1942 if (!dir)
1877 if (!dir) dir=op->facing; 1943 dir = op->facing;
1944
1945 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1946 return 0; /* won't find anything if casting on ourself, so just return */
1879 1947
1880 /* Calculate these once here */ 1948 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 1950 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 1951 dur_mod = SP_level_duration_adjust (caster, spell);
1884 1952
1885 /* search in a line for a victim */ 1953 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 1954 for (i = 1; i < range; i++)
1955 {
1887 x = op->x + i * freearr_x[dir]; 1956 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 1957 y = op->y + i * freearr_y[dir];
1889 m = op->map; 1958 m = op->map;
1890 1959
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 1960 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 1961
1893 if (mflags & P_OUT_OF_MAP) return 0; 1962 if (mflags & P_OUT_OF_MAP)
1963 return 0;
1894 1964
1895 /* don't go through walls - presume diseases are airborne */ 1965 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1966 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1967 return 0;
1897 1968
1898 /* Only bother looking on this space if there is something living here */ 1969 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 1970 if (mflags & P_IS_ALIVE)
1971 {
1900 /* search this square for a victim */ 1972 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1973 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 */ 1974 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1975 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
1904 1977
1905 set_owner(disease,op); 1978 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 1981 disease->level = casting_level (caster, spell);
1909 1982
1910 /* do level adjustments */ 1983 /* do level adjustments */
1911 if(disease->stats.wc) 1984 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 1985 disease->stats.wc += dur_mod / 2;
1913 1986
1914 if(disease->magic> 0) 1987 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 1988 disease->magic += dur_mod / 8;
1916 1989
1917 if(disease->stats.maxhp>0) 1990 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
1919 1992
1920 if(disease->stats.maxgrace>0) 1993 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 1994 disease->stats.maxgrace += dur_mod;
1922 1995
1923 if(disease->stats.dam) { 1996 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 1997 {
1925 disease->stats.dam += dam_mod; 1998 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 1999 disease->stats.dam += dam_mod;
1927 } 2000 else
2001 disease->stats.dam -= dam_mod;
2002 }
1928 2003
1929 if(disease->last_sp) { 2004 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2005 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2006 disease->last_sp -= 2 * dam_mod;
1932 } 2007 if (disease->last_sp < 1)
2008 disease->last_sp = 1;
2009 }
1933 2010
1934 if(disease->stats.maxsp) { 2011 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2012 {
1936 disease->stats.maxsp += dam_mod; 2013 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2014 disease->stats.maxsp += dam_mod;
1938 } 2015 else
1939 2016 disease->stats.maxsp -= dam_mod;
2017 }
2018
1940 if(disease->stats.ac) 2019 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2020 disease->stats.ac += dam_mod;
1942 2021
1943 if(disease->last_eat) 2022 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2023 disease->last_eat -= dam_mod;
1945 2024
1946 if(disease->stats.hp) 2025 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2026 disease->stats.hp -= dam_mod;
1948 2027
1949 if(disease->stats.sp) 2028 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2029 disease->stats.sp -= dam_mod;
1951 2030
1952 if(infect_object(walk,disease,1)) { 2031 if (infect_object (walk, disease, 1))
1953 object *flash; /* visual effect for inflicting disease */ 2032 {
1954
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2034
1957 free_object(disease); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2036 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
1959 flash->x = x; 2037 return 1;
1960 flash->y = y; 2038 }
1961 flash->map = walk->map; 2039
1962 insert_ob_in_map(flash,walk->map,op,0); 2040 disease->destroy ();
1963 return 1; 2041 }
1964 } 2042 } /* if living creature */
1965 free_object(disease); 2043 } /* for range of spaces */
1966 } 2044
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2046 return 1;
1971} 2047}

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