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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.3 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.87 by root, Mon Oct 12 04:02:17 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 1.3 2006/08/15 16:19:55 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
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
104/*************************************************************************** 103/***************************************************************************
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 134 return;
135 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 141
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165 161void
166void move_bolt(object *op) { 162move_bolt (object *op)
167 object *tmp; 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 mapstruct *m; 166 maptile *m;
171 167
172 if(--(op->duration)<0) { 168 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 169 {
170 op->drop_and_destroy ();
171 return;
172 }
173
177 hit_map(op,0,op->attacktype,1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
179 if(!op->direction) 176 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 177 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 178
250 /* New forking code. Possibly create forks of this object 179 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 180 op->range = 0;
261 } /* copy object and move it along */ 181 else
262 } /* if move bolt along */ 182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
189 return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
199 return;
200
201 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling
204 * on the diagonal, it is trickier - eg, a bolt travelling
205 * northwest bounces different if it hits a north/south
206 * wall (bounces to northeast) vs an east/west (bounces
207 * to the southwest.
208 */
209 if (op->direction & 1)
210 op->direction = absdir (op->direction + 4);
211 else
212 {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 if (left == right)
231 op->direction = absdir (op->direction + 4);
232 else if (left)
233 op->direction = absdir (op->direction + 2);
234 else if (right)
235 op->direction = absdir (op->direction - 2);
236 }
237
238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else
242 { /* Create a copy of this object and put it ahead */
243 object *tmp = op->clone ();
244
245 m->insert (tmp, x, y, op);
246 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
255
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0;
260 } /* copy object and move it along */
261 } /* if move bolt along */
263} 262}
264 263
265/* fire_bolt 264/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 268 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
271 * pointers. 270 * pointers.
272 */ 271 */
273 272int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
275 object *tmp=NULL; 275 object *tmp = NULL;
276 int mflags; 276 int mflags;
277 277
278 if (!spob->other_arch) 278 if (!spob->other_arch)
279 return 0; 279 return 0;
280 280
281 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 282 if (tmp == NULL)
283 return 0; 283 return 0;
284 284
285 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 288
289 if (spob->slaying)
290 tmp->slaying = spob->slaying;
291
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
293 296
294 tmp->direction=dir; 297 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
297 300
298 set_owner(tmp,op); 301 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
300 303
301 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 306 tmp->map = op->map;
304 307
308 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 311 {
312 tmp->drop_and_destroy ();
313 return 0;
314 }
315
316 tmp->map = newmap;
317
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 321 {
322 tmp->drop_and_destroy ();
313 return 0; 323 return 0;
314 } 324 }
315 tmp->x=op->x; 325
316 tmp->y=op->y; 326 tmp->x = op->x;
327 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 329 tmp->map = op->map;
319 } 330 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 333 move_bolt (tmp);
334
322 return 1; 335 return 1;
323} 336}
324
325
326 337
327/*************************************************************************** 338/***************************************************************************
328 * 339 *
329 * BULLET/BALL CODE 340 * BULLET/BALL CODE
330 * 341 *
331 ***************************************************************************/ 342 ***************************************************************************/
332 343
333/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 346 * At least that is what I think this does.
336 */ 347 */
348void
337void explosion(object *op) { 349explosion (object *op)
338 object *tmp; 350{
339 mapstruct *m=op->map; 351 maptile *m = op->map;
340 int i; 352 int i;
341 353
342 if(--(op->duration)<0) { 354 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 355 {
356 op->destroy ();
357 return;
358 }
359
347 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
348 361
349 if(op->range>0) { 362 if (op->range > 0)
350 for(i=1;i<9;i++) { 363 {
364 for (i = 1; i < 9; i++)
365 {
351 sint16 dx,dy; 366 sint16 dx, dy;
352 367
353 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
355 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 372 * out of map, etc.
357 */ 373 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 375 {
360 copy_object(op,tmp); 376 object *tmp = op->clone ();
361 tmp->state=0; 377
362 tmp->speed_left= -0.21; 378 tmp->state = 0;
363 tmp->range--; 379 tmp->speed_left = -0.21f;
364 tmp->value=0; 380 tmp->range--;
365 tmp->x=dx; 381 tmp->value = 0;
366 tmp->y=dy; 382
367 insert_ob_in_map(tmp,m,op,0); 383 m->insert (tmp, dx, dy, op);
384 }
385 }
368 } 386 }
369 }
370 }
371} 387}
372
373 388
374/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
376 * explode. 391 * explode.
377 */ 392 */
393void
378void explode_bullet(object *op) 394explode_bullet (object *op)
379{ 395{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 396 object *tmp, *owner;
382 397
383 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 401 op->destroy ();
386 free_object (op); 402 return;
387 return;
388 } 403 }
389 404
390 if (op->env) { 405 if (op->env)
391 object *env; 406 {
407 object *env = op->outer_env ();
392 408
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 412 op->destroy ();
397 free_object (op);
398 return; 413 return;
399 } 414 }
400 remove_ob (op); 415
401 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 417 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 418 else if (out_of_map (op->map, op->x, op->y))
419 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 421 op->destroy ();
407 free_object (op); 422 return;
408 return;
409 } 423 }
410 424
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 429 {
416 remove_ob (op); 430 op->destroy ();
417 free_object (op); 431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
418 return; 439 return;
419 } 440 }
420 441
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
429 444
430 copy_owner (tmp, op); 445 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 447
434 owner = get_owner(op); 448 owner = op->owner;
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
436 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 454 {
441 tmp->x = op->x; 455 op->destroy ();
442 tmp->y = op->y; 456 return;
457 }
443 458
444 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
446 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 463 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 465 tmp->duration = op->duration;
450 } else { 466 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
452 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 477 * the count of the parent should work fine.
458 */ 478 */
459 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
460 } 480 }
461 481
462 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
465 485
466 /* Prevent recursion */ 486 /* Prevent recursion */
467 op->move_on = 0; 487 op->move_on = 0;
468 488
469 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
470 /* remove the firebullet */ 492 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 494}
476
477
478 495
479/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
481 */ 498 */
482 499void
483void check_bullet(object *op) 500check_bullet (object *op)
484{ 501{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 502 object *tmp;
487 int dam, mflags; 503 int dam, mflags;
488 mapstruct *m; 504 maptile *m;
489 sint16 sx, sy; 505 sint16 sx, sy;
490 506
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 508
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 510 return;
495 511
496 if (op->other_arch) { 512 if (op->other_arch)
513 {
497 /* explode object will also remove op */ 514 /* explode object will also remove op */
498 explode_bullet (op); 515 explode_bullet (op);
499 return; 516 return;
500 } 517 }
501 518
502 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
504 522
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
506 { 524 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 526 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
511 || (op->stats.dam -= dam) < 0) 529 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
512 { 531 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 533 {
515 free_object(op); 534 op->destroy ();
516 return; 535 return;
517 } 536 }
518 } 537 }
519 } 538 }
520 } 539 }
521} 540}
522
523 541
524/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 543 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
528 */ 546 */
529 547void
530void move_bullet(object *op) 548move_bullet (object *op)
531{ 549{
532 sint16 new_x, new_y;
533 int mflags;
534 mapstruct *m;
535
536#if 0 550#if 0
537 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
538 552
539 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 555 if (op->stats.sp == SP_METEOR)
556 {
542 replace_insert_ob_in_map("fire_trail",op); 557 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
544 return; 559 return;
545 } /* end addition. */ 560 } /* end addition. */
546#endif 561#endif
547 562
548 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 564 if (--op->range <= 0)
565 {
550 if (op->other_arch) { 566 if (op->other_arch)
551 explode_bullet (op); 567 explode_bullet (op);
552 } else { 568 else
553 remove_ob (op); 569 op->destroy ();
554 free_object (op); 570
555 }
556 return; 571 return;
572 }
573
574 mapxy pos (op);
575 pos.move (op->direction);
576
577 if (!pos.normalise ())
557 } 578 {
558 579 op->destroy ();
559 new_x = op->x + DIRX(op);
560 new_y = op->y + DIRY(op);
561 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
563
564 if (mflags & P_OUT_OF_MAP) {
565 remove_ob (op);
566 free_object (op);
567 return; 580 return;
581 }
582
583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
568 } 588 {
569
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
571 if (op->other_arch) { 589 if (op->other_arch)
572 explode_bullet (op); 590 explode_bullet (op);
573 } else { 591 else
574 remove_ob (op); 592 op->destroy ();
575 free_object (op); 593
576 }
577 return; 594 return;
578 } 595 }
579 596
580 remove_ob (op); 597 if (!(op = pos.insert (op, op)))
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return; 598 return;
585 599
586 if (reflwall (op->map, op->x, op->y, op)) { 600 if (reflwall (op->map, op->x, op->y, op))
601 {
587 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 603 update_turn_face (op);
589 } else { 604 }
605 else
590 check_bullet (op); 606 check_bullet (op);
591 }
592} 607}
593
594
595
596 608
597/* fire_bullet 609/* fire_bullet
598 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
601 * spob->attacktype. 613 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 614 * This function sets up the appropriate owner and skill
603 * pointers. 615 * pointers.
604 */ 616 */
605 617int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 618fire_bullet (object *op, object *caster, int dir, object *spob)
619{
607 object *tmp=NULL; 620 object *tmp = NULL;
608 int mflags; 621 int mflags;
609 622
610 if (!spob->other_arch) 623 if (!spob->other_arch)
611 return 0; 624 return 0;
612 625
613 tmp=arch_to_object(spob->other_arch); 626 tmp = spob->other_arch->instance ();
614 if(tmp==NULL) 627 if (!tmp)
615 return 0; 628 return 0;
616 629
617 /* peterm: level dependency for bolts */ 630 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 631 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 632 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 633 if (spob->slaying)
634 tmp->slaying = spob->slaying;
621 635
622 tmp->range = 50; 636 tmp->range = 50;
623 637
624 /* Need to store duration/range for the ball to use */ 638 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 639 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 640 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 641 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 642
629 tmp->direction=dir; 643 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 644 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 645 SET_ANIMATION (tmp, dir);
632 646
633 set_owner(tmp,op); 647 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 648 set_spell_skill (op, caster, spob, tmp);
635 649
636 tmp->x=op->x + freearr_x[dir]; 650 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 651 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 652 tmp->map = op->map;
639 653
654 maptile *newmap;
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 655 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 656 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 657 {
658 tmp->destroy ();
659 return 0;
660 }
661
662 tmp->map = newmap;
663
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 664 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
665 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 666 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 667 {
668 tmp->destroy ();
648 return 0; 669 return 0;
649 } 670 }
650 tmp->x=op->x; 671
651 tmp->y=op->y; 672 tmp->x = op->x;
673 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 674 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 675 tmp->map = op->map;
654 } 676 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 677
678 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 679 check_bullet (tmp);
657 } 680
658 return 1; 681 return 1;
659} 682}
660
661
662
663 683
664/***************************************************************************** 684/*****************************************************************************
665 * 685 *
666 * CONE RELATED FUNCTIONS 686 * CONE RELATED FUNCTIONS
667 * 687 *
668 *****************************************************************************/ 688 *****************************************************************************/
669 689
670
671/* drops an object based on what is in the cone's "other_arch" */ 690/* drops an object based on what is in the cone's "other_arch" */
691void
672void cone_drop(object *op) { 692cone_drop (object *op)
693{
673 object *new_ob = arch_to_object(op->other_arch); 694 object *new_ob = arch_to_object (op->other_arch);
674 695
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 696 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 697 new_ob->set_owner (op->owner);
679 698
680 /* preserve skill ownership */ 699 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 700 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 701 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 702
684 } 703 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 704}
688 705
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 706/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 707
708void
691void move_cone(object *op) { 709move_cone (object *op)
692 int i; 710{
693 tag_t tag;
694
695 /* if no map then hit_map will crash so just ignore object */ 711 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 712 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 713 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0);
716 return;
717 }
703 718
704 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
721 {
706 hit_map(op,0,op->attacktype,0); 722 hit_map (op, 0, op->attacktype, 0);
707 return; 723 return;
708 } 724 }
709 725
710#if 0 726#if 0
711 /* Disable this - enabling it makes monsters easier, as 727 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 728 * when their cone dies when they die.
713 */ 729 */
714 /* If no owner left, the spell dies out. */ 730 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 731 if (op->owner == NULL)
716 remove_ob(op); 732 {
717 free_object(op); 733 op->destroy ();
718 return; 734 return;
719 } 735 }
720#endif 736#endif
721 737
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 738 hit_map (op, 0, op->attacktype, 0);
724 739
740 if (!op->is_on_map ())
741 return;
742
725 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
727 * degree. 745 * degree.
728 */ 746 */
747 if (op->weight)
748 {
729 if(op->weight) check_spell_knockback(op); 749 check_spell_knockback (op);
730 750
731 if (was_destroyed (op, tag)) 751 if (!op->is_on_map ())
732 return; 752 return;
753 }
733 754
734 if((op->duration--)<0) { 755 if (op->duration-- < 0)
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 756 {
757 op->destroy ();
758 return;
759 }
739 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 761 * any further. When the duration above expires,
741 * then the object will get removed. 762 * then the object will get removed.
742 */ 763 */
743 if (--op->range < 0) { 764 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 765 {
766 op->range = 0; /* just so it doesn't wrap */
767 return;
768 }
747 769
748 for(i= -1;i<2;i++) { 770 for (int i = -1; i <= 1; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 771 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 773
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
753 object *tmp=get_object(); 775 {
754 copy_object(op, tmp); 776 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 777
758 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
759 779
760 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 782
763 if (tmp->other_arch) cone_drop(tmp); 783 op->map->insert (tmp, x, y, op);
764 } 784
785 if (tmp->other_arch)
786 cone_drop (tmp);
787 }
765 } 788 }
766} 789}
767 790
768/* cast_cone: casts a cone spell. 791/* cast_cone: casts a cone spell.
769 * op: person firing the object. 792 * op: person firing the object.
771 * dir: direction to fire in. 794 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 795 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 796 * to fire.
774 * returns 0 on failure, 1 on success. 797 * returns 0 on failure, 1 on success.
775 */ 798 */
799int
776int cast_cone(object *op, object *caster,int dir, object *spell) 800cast_cone (object *op, object *caster, int dir, object *spell)
777{ 801{
778 object *tmp; 802 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 803 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 804 maptile *m;
781 sint16 sx, sy; 805 sint16 sx, sy;
782 MoveType movetype; 806 MoveType movetype;
783 807
784 if (!spell->other_arch) return 0; 808 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 809 return 0;
810
811 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
814 return 0;
815 }
792 816
793 if(!dir) { 817 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 818 {
819 range_min = 0;
820 range_max = 8;
821 }
797 822
798 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
799 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 825 * insert it into is blocked.
801 */ 826 */
802 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
803 828
804 for(i=range_min;i<=range_max;i++) { 829 for (i = range_min; i <= range_max; i++)
805 sint16 x,y, d; 830 {
831 sint16 x, y;
806 832
807 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 834 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 835 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 836 * to hit that person.
811 */ 837 */
812 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
813 while (d < 0) d+=8;
814 while (d > 8) d-=8;
815 839
816 /* If it's not a rune, we don't want to blast the caster. 840 /* If it's not a rune, we don't want to blast the caster.
817 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 844 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 845 * for the rune code.
822 */ 846 */
823 if (caster->type != RUNE && d==0) { 847 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 848 {
825 else continue; 849 if (dir != 0)
826 } 850 d = 8;
851 else
852 continue;
853 }
827 854
828 x = op->x+freearr_x[d]; 855 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 856 y = op->y + freearr_y[d];
830 857
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 858 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 859 continue;
833 860
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 862 continue;
836 863
837 success=1; 864 success = 1;
838 tmp=arch_to_object(spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 866 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 868 tmp->level = casting_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 869 tmp->attacktype = spell->attacktype;
845 870
846 /* holy word stuff */ 871 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 873 if (!tailor_god_spell (tmp, op))
849 } 874 return 0;
850 875
851 if(dir) 876 if (dir)
852 tmp->stats.sp=dir; 877 tmp->stats.sp = dir;
853 else 878 else
854 tmp->stats.sp=i; 879 tmp->stats.sp = i;
855 880
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 881 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 882
858 /* If casting it in all directions, it doesn't go as far */ 883 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 884 if (dir == 0)
885 {
860 tmp->range /= 4; 886 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 887 if (tmp->range < 2 && spell->range >= 2)
862 } 888 tmp->range = 2;
889 }
890
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 891 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 892 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 893
866 /* Special bonus for fear attacks */ 894 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 895 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 896 {
869 else 897 if (caster->type == PLAYER)
898 tmp->duration += fear_bonus[caster->stats.Cha];
899 else
870 tmp->duration += caster->level/3; 900 tmp->duration += caster->level / 3;
871 } 901 }
902
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 903 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 904 {
874 else 905 if (caster->type == PLAYER)
906 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
907 else
875 tmp->duration += caster->level/3; 908 tmp->duration += caster->level / 3;
876 } 909 }
877 910
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
881 spell->other_arch->name);
882 913
883 if (!tmp->move_on && tmp->stats.dam) { 914 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889 916
917 m->insert (tmp, sx, sy, op);
918
890 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 920 * a single space too many times.
892 */ 921 */
893 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
894 923
895 if(tmp->other_arch) cone_drop(tmp); 924 if (tmp->other_arch)
925 cone_drop (tmp);
896 } 926 }
927
897 return success; 928 return success;
898} 929}
899 930
900/**************************************************************************** 931/****************************************************************************
901 * 932 *
902 * BOMB related code 933 * BOMB related code
903 * 934 *
904 ****************************************************************************/ 935 ****************************************************************************/
905 936
906
907/* This handles an exploding bomb. 937/* This handles an exploding bomb.
908 * op is the original bomb object. 938 * op is the original bomb object.
909 */ 939 */
940void
910void animate_bomb(object *op) { 941animate_bomb (object *op)
911 int i; 942{
912 object *env, *tmp;
913 archetype *at;
914
915 if(op->state!=NUM_ANIMATIONS(op)-1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return;
917
918
919 env = object_get_env_recursive(op);
920
921 if (op->env) {
922 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return; 944 return;
933 }
934 945
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 946 object *env = op->outer_env ();
936 // on a safe map. I don't like this special casing, but it seems to be neccessary 947
937 // as bombs can be carried. 948 if (op->env)
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 { 949 {
940 remove_ob (op); 950 if (!env->map)
941 free_object (op);
942 return; 951 return;
952
953 if (!(op = op->insert_at (env, op)))
954 return;
943 } 955 }
944 956
957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
958 // on a safe map. I don't like this special casing, but it seems to be neccessary
959 // as bombs can be carried.
960 if (op->ms ().flags () & P_SAFE)
961 {
962 op->destroy ();
963 return;
964 }
965
945 /* This copies a lot of the code from the fire bullet, 966 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 968 * so just set up the appropriate values.
948 */ 969 */
949 at = find_archetype(SPLINT); 970 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 971 {
951 for(i=1;i<9;i++) { 972 for (int i = 1; i < 9; i++)
973 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 975 continue;
954 tmp = arch_to_object(at); 976
977 object *tmp = arch_to_object (at);
955 tmp->direction = i; 978 tmp->direction = i;
956 tmp->range = op->range; 979 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 981 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 983 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 984 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 985 tmp->skill = op->skill;
963 tmp->skill = add_refcount(op->skill); 986
987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
988 SET_ANIMATION (tmp, i);
989
990 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
991 move_bullet (tmp);
992 }
964 } 993 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973 994
974 explode_bullet(op); 995 explode_bullet (op);
975} 996}
976 997
998int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 999create_bomb (object *op, object *caster, int dir, object *spell)
978 1000{
979 object *tmp; 1001 object *tmp;
980 int mflags; 1002 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1004 maptile *m;
983 1005
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1007
1008 // when creating a bomb below ourself it should always work, even
1009 // when movement is blocked (somehow we got here, somehow we are here,
1010 // so we should also be able to make a bomb here). (originally added
1011 // to fix create bomb traps in doors, which cast with dir=0).
1012 if (dir)
1013 {
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1014 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1015 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1017 return 0;
1018 }
988 } 1019 }
1020
989 tmp=arch_to_object(spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
990 1022
991 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1024 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1025 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1026 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1027 tmp->attacktype = spell->attacktype;
996 1028
997 set_owner(tmp,op); 1029 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1030 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1031
1000 tmp->y=dy; 1032 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1033 return 1;
1003} 1034}
1004 1035
1005/**************************************************************************** 1036/****************************************************************************
1006 * 1037 *
1007 * smite related spell code. 1038 * smite related spell code.
1015 * dir is the direction to look in. 1046 * dir is the direction to look in.
1016 * range is how far out to look. 1047 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1048 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1049 * this info is used for blocked magic/unholy spaces.
1019 */ 1050 */
1020 1051object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1052get_pointed_target (object *op, int dir, int range, int type)
1053{
1022 object *target; 1054 object *target;
1023 sint16 x,y; 1055 sint16 x, y;
1024 int dist, mflags; 1056 int dist, mflags;
1025 mapstruct *mp; 1057 maptile *mp;
1026 1058
1027 if (dir==0) return NULL; 1059 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1060 return NULL;
1049}
1050 1061
1062 for (dist = 1; dist < range; dist++)
1063 {
1064 x = op->x + freearr_x[dir] * dist;
1065 y = op->y + freearr_y[dir] * dist;
1066 mp = op->map;
1067 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1068
1069 if (mflags & P_OUT_OF_MAP)
1070 return NULL;
1071 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1072 return NULL;
1073 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1074 return NULL;
1075 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1076 return NULL;
1077
1078 if (mflags & P_IS_ALIVE)
1079 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1080 if (QUERY_FLAG (target, FLAG_MONSTER))
1081 return target;
1082 }
1083
1084 return NULL;
1085}
1051 1086
1052/* cast_smite_arch() - the priest points to a creature and causes 1087/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1088 * a 'godly curse' to decend.
1054 * usual params - 1089 * usual params -
1055 * op = player 1090 * op = player
1056 * caster = object casting the spell. 1091 * caster = object casting the spell.
1057 * dir = direction being cast 1092 * dir = direction being cast
1058 * spell = spell object 1093 * spell = spell object
1059 */ 1094 */
1060 1095int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1096cast_smite_spell (object *op, object *caster, int dir, object *spell)
1097{
1062 object *effect, *target; 1098 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1099 object *god = find_god (determine_god (op));
1064 int range; 1100 int range;
1065 1101
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1102 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1103 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1104
1069 /* Bunch of conditions for casting this spell. Note that only 1105 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1106 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1107 * This makes this spell much more general purpose - it can be used
1072 * by wizards also, which is good, because I think this is a very 1108 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1109 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1110 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1111 * can't be friendly to your god.
1076 */ 1112 */
1077 1113
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1079 ||(!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1117 || (god && target->title == god->name)
1081 ||(target->race && god && strstr(target->race,god->race))) { 1118 || (god && target->race.contains (god->race)))
1119 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1121 return 0;
1084 } 1122 }
1085 1123
1086 if (spell->other_arch) 1124 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1088 else 1126 else
1089 return 0; 1127 return 0;
1090 1128
1091 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1133 {
1095 if(tailor_god_spell(effect,op)) 1134 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1136 else
1137 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1139 return 0;
1101 } 1140 }
1102 } 1141 }
1103 1142
1104 /* size of the area of destruction */ 1143 /* size of the area of destruction */
1105 effect->range=spell->range + 1144 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1145 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1146
1110 if (effect->attacktype & AT_DEATH) { 1147 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1148 {
1112 SP_level_dam_adjust(caster,spell); 1149 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1150
1114 /* casting death spells at undead isn't a good thing */ 1151 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1152 if (QUERY_FLAG (target, FLAG_UNDEAD))
1153 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1154 if (random_roll (0, 2, op, PREFER_LOW))
1155 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1156 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1157 effect->x = op->x;
1119 effect->y=op->y; 1158 effect->y = op->y;
1120 } else { 1159 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1160 else
1122 query_name(target)); 1161 {
1162 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1163 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1164 effect->destroy ();
1125 return 0; 1165 return 0;
1166 }
1167 }
1126 } 1168 }
1127 } 1169 else
1128 } else { 1170 {
1129 /* how much woe to inflict :) */ 1171 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1172 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1173 }
1133 1174
1134 set_owner(effect,op); 1175 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1176 set_spell_skill (op, caster, spell, effect);
1136 1177
1137 /* ok, tell it where to be, and insert! */ 1178 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1179 effect->insert_at (target, op);
1139 effect->y=target->y; 1180
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1181 return 1;
1143} 1182}
1144
1145 1183
1146/**************************************************************************** 1184/****************************************************************************
1147 * 1185 *
1148 * MAGIC MISSILE code. 1186 * MAGIC MISSILE code.
1149 * note that the fire_bullet is used to fire the missile. The 1187 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1188 * code here is just to move the missile.
1151 ****************************************************************************/ 1189 ****************************************************************************/
1152 1190
1153/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1192void
1154void move_missile(object *op) { 1193move_missile (object *op)
1155 int i, mflags; 1194{
1156 object *owner;
1157 sint16 new_x, new_y;
1158 mapstruct *m;
1159
1160 if (op->range-- <=0) { 1195 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1196 {
1197 op->drop_and_destroy ();
1198 return;
1199 }
1165 1200
1166 owner = get_owner(op); 1201 mapxy pos (op);
1167#if 0 1202 pos.move (op->direction);
1168 /* It'd make things nastier if this wasn't here - spells cast by 1203
1169 * monster that are then killed would continue to survive 1204 if (!pos.normalise ())
1170 */
1171 if (owner == NULL) {
1172 remove_ob(op);
1173 free_object(op);
1174 return;
1175 } 1205 {
1176#endif 1206 op->destroy ();
1207 return;
1208 }
1177 1209
1178 new_x = op->x + DIRX(op); 1210 mapspace &ms = pos.ms ();
1179 new_y = op->y + DIRY(op);
1180 1211
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1212 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1182 1213 {
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1185 tag_t tag = op->count;
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1189 */ 1217 */
1190 if ( ! was_destroyed (op, tag)) { 1218 op->destroy ();
1191 remove_ob (op); 1219 return;
1192 free_object(op); 1220 }
1193 } 1221
1194 return; 1222 if (!op->direction)
1195 } 1223 {
1196 1224 op->destroy ();
1197 remove_ob(op); 1225 return;
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1199 free_object(op);
1200 return;
1201 } 1226 }
1202 op->x = new_x; 1227
1203 op->y = new_y; 1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1204 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1206 if(i > 0 && i != op->direction){ 1229 if (i > 0 && i != op->direction)
1230 {
1207 op->direction=i; 1231 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1209 } 1233 }
1210 insert_ob_in_map(op,op->map,op,0); 1234
1235 pos.insert (op, op);
1211} 1236}
1212 1237
1213/**************************************************************************** 1238/****************************************************************************
1214 * Destruction 1239 * Destruction
1215 ****************************************************************************/ 1240 ****************************************************************************/
1241
1216/* make_object_glow() - currently only makes living objects glow. 1242/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1243 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1244 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1245 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1246 * give them the capability to have an inventory. b.t.
1221 */ 1247 */
1222 1248int
1223int make_object_glow(object *op, int radius, int time) { 1249make_object_glow (object *op, int radius, int time)
1224 object *tmp; 1250{
1225
1226 /* some things are unaffected... */ 1251 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1252 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1253 return 0;
1229 1254
1230 tmp=get_archetype(FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1257 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1235 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII;
1237
1238 tmp->x=op->x;
1239 tmp->y=op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1260 tmp = insert_ob_in_ob (tmp, op);
1261
1242 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1244 1264
1245 if(!tmp->env||op!=tmp->env) {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1247 op->name);
1248 return 0;
1249 }
1250 return 1; 1265 return 1;
1251} 1266}
1252 1267
1253 1268int
1254
1255
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1269cast_destruction (object *op, object *caster, object *spell_ob)
1257 int i,j, range, mflags, friendly=0, dam, dur; 1270{
1258 sint16 sx,sy;
1259 mapstruct *m;
1260 object *tmp;
1261 const char *skill;
1262
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1272 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1267 1274
1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1276
1268 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route.
1273 */ 1279 */
1274 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1282 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1284 else if (caster->skill)
1285 op->skill = caster->skill;
1286 else
1277 else op->skill = NULL; 1287 op->skill = 0;
1278 1288
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1280 1290
1281 for(i= -range; i<range; i++) { 1291 unordered_mapwalk (op, -range, -range, range, range)
1282 for(j=-range; j<range ; j++) { 1292 {
1283 m = op->map; 1293 mapspace &ms = m->at (nx, ny);
1284 sx = op->x + i; 1294
1285 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue;
1288 if (mflags & P_IS_ALIVE) { 1295 if (ms.flags () & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1291 } 1298 {
1292 if (tmp) { 1299 tmp = tmp->head_ ();
1293 if (tmp->head) tmp=tmp->head;
1294 1300
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1303 {
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1305 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1307
1300 tmp = arch_to_object(spell_ob->other_arch); 1308 if (spell_ob->other_arch)
1301 tmp->x = sx; 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1302 tmp->y = sy; 1310 }
1303 insert_ob_in_map(tmp, m, op, 0); 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1304 } 1312 {
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1310 effect->x = sx; 1315 }
1311 effect->y = sy; 1316 }
1312 insert_ob_in_map(effect, m, op, 0); 1317 }
1313 }
1314 }
1315 }
1316 }
1317 } 1318 }
1318 } 1319
1319 }
1320 op->skill = skill; 1320 op->skill = skill;
1321 return 1; 1321 return 1;
1322} 1322}
1323 1323
1324/*************************************************************************** 1324/***************************************************************************
1325 * 1325 *
1326 * CURSE 1326 * CURSE
1327 * 1327 *
1328 ***************************************************************************/ 1328 ***************************************************************************/
1329 1329
1330int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1331cast_curse (object *op, object *caster, object *spell_ob, int dir)
1332{
1331 object *god = find_god(determine_god(op)); 1333 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1334 object *tmp, *force;
1333 1335
1334 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);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1337 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1338 {
1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1340 return 0;
1341 }
1341 1342
1343 tmp = tmp->head_ ();
1344
1342 /* 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. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1346 for (force = tmp->inv; force; force = force->below)
1347 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1349 {
1345 if (force->name == spell_ob->name) { 1350 if (force->name == spell_ob->name)
1346 break; 1351 {
1347 } 1352 break;
1353 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1354 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1355 {
1350 "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);
1351 spell_ob->name, force->name_pl); 1357 return 0;
1352 return 0; 1358 }
1359 }
1353 } 1360 }
1354 } 1361
1362 if (!force)
1355 } 1363 {
1356
1357 if(force==NULL) {
1358 force=get_archetype(FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name); 1366
1361 if (spell_ob->race) 1367 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1368 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1369 else
1370 force->name = spell_ob->name;
1371
1372 force->name_pl = spell_ob->name;
1373
1374 }
1375 else
1376 {
1369 int duration; 1377 int duration;
1370 1378
1371 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;
1372 if (duration > force->duration) { 1380 if (duration > force->duration)
1381 {
1373 force->duration = duration; 1382 force->duration = duration;
1374 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.");
1375 } else { 1384 }
1385 else
1376 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.");
1377 } 1387
1378 return 1; 1388 return 1;
1379 } 1389 }
1390
1380 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;
1381 force->speed = 1.0; 1392 force->speed = 1.f;
1382 force->speed_left = -1.0; 1393 force->speed_left = -1.f;
1383 SET_FLAG(force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1384 1395
1385 if(god) { 1396 if (god)
1397 {
1386 if (spell_ob->last_grace) 1398 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1399 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1401 force->path_denied = god->path_denied;
1390 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);
1391 "You are a victim of %s's curse!",god->name); 1403 }
1392 } else 1404 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1406
1395 1407
1396 if(tmp!=op && op->type==PLAYER) 1408 if (tmp != op && op->type == PLAYER)
1397 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);
1398 1410
1399 force->stats.ac = spell_ob->stats.ac; 1411 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1401 1413
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1415 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1416 tmp->update_stats ();
1405 return 1; 1417 return 1;
1406 1418
1407} 1419}
1408
1409 1420
1410/********************************************************************** 1421/**********************************************************************
1411 * mood change 1422 * mood change
1412 * 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
1413 * effects monsters, it seems best to put it into this file 1424 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/ 1425 ***********************************************************************/
1415 1426
1416/* This covers the various spells that change the moods of monsters - 1427/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1428 * makes them angry, peacful, friendly, etc.
1418 */ 1429 */
1430int
1419int mood_change(object *op, object *caster, object *spell) { 1431mood_change (object *op, object *caster, object *spell)
1432{
1420 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1422 sint16 x, y, nx, ny;
1423 mapstruct *m;
1424 const char *race; 1435 const char *race;
1425 1436
1426 /* 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
1427 * doing it over and over again. 1438 * doing it over and over again.
1428 */ 1439 */
1429 god=find_god(determine_god(op)); 1440 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1441 level = casting_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1443
1433 /* 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_...
1434 * 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
1435 * won't ever match anything. 1446 * won't ever match anything.
1436 */ 1447 */
1437 if (!spell->race) race=NULL; 1448 if (!spell->race)
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1449 race = NULL;
1439 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
1440 else race = spell->race; 1455 race = spell->race;
1456
1457 unordered_mapwalk (op, -range, -range, range, range)
1441 1458 {
1459 mapspace &ms = m->at (nx, ny);
1442 1460
1443 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) {
1445
1446 done_one=0;
1447 m = op->map;
1448 nx = x;
1449 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue;
1452
1453 /* 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 */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1462 if (!ms.flags () & P_IS_ALIVE)
1463 continue;
1455 1464
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1465 // players can only affect spaces that they can actually see
1457 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;
1458 1470
1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1472 if (tmp->flag [FLAG_MONSTER])
1473 break;
1474
1459 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1476 if (!tmp)
1477 continue;
1461 1478
1462 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1480 head = tmp->head_ ();
1464 else head=tmp;
1465 1481
1466 /* 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 */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1483 if (race && head->race && !strstr (race, head->race))
1484 continue;
1485
1468 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;
1469 1488
1470 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1490 best_at = -1;
1472 if (spell->attacktype) { 1491 if (spell->attacktype)
1492 {
1473 for (at=0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1475 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;
1476 1497
1477 if (best_at == -1) at=0; 1498 if (best_at == -1)
1499 at = 0;
1478 else { 1500 else
1479 if (head->resist[best_at] == 100) continue;
1480 else at = head->resist[best_at] / 5;
1481 }
1482 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue;
1484 }
1485 else /* spell->attacktype */
1486 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490
1491 The chance will then be in the range [20-70] percent, not too bad.
1492
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster...
1495
1496 Ryo, august 14th
1497 */
1498 { 1501 {
1499 if ( head->level > level ) continue; 1502 if (head->resist[best_at] == 100)
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1501 /* Failed, no effect */
1502 continue; 1503 continue;
1504 else
1505 at = head->resist[best_at] / 5;
1503 } 1506 }
1504 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
1505 /* Done with saving throw. Now start effecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1506 1536
1507 /* aggravation */ 1537 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1539 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1541 remove_friendly_object (head);
1542 done_one = 1;
1543 head->enemy = op;
1544 }
1512 1545
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */ 1546 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1548 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1550 head->enemy = NULL;
1521 done_one = 1; 1551 done_one = 1;
1522 } 1552 }
1523 1553
1524 /* berserk monsters */ 1554 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1556 {
1526 SET_FLAG(head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1558 done_one = 1;
1528 } 1559 }
1560
1529 /* charm */ 1561 /* charm */
1530 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))
1531 SET_FLAG(head, FLAG_FRIENDLY); 1563 {
1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1533 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.
1534 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. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1570 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1572 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1540 done_one = 1; 1574 done_one = 1;
1541 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);
1542 head->stats.exp = 0; 1576 head->stats.exp = 0;
1543 } 1577 }
1544 1578
1545 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1580 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1548 tmp->x = nx;
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 } 1582 }
1552 } /* for y */
1553 1583
1554 return 1; 1584 return 1;
1555} 1585}
1556
1557 1586
1558/* 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
1559 * 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
1560 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1590 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1563 */ 1592 */
1564 1593void
1565void move_ball_spell(object *op) { 1594move_ball_spell (object *op)
1595{
1566 int i,j,dam_save,dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1568 object *owner; 1598 object *owner;
1569 mapstruct *m; 1599 maptile *m;
1570 1600
1571 owner = get_owner(op); 1601 owner = op->owner;
1572 1602
1573 /* 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,
1574 * 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
1575 * victim. The block immediately below more or less chooses a random 1605 * victim. The block immediately below more or less chooses a random
1576 * 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
1577 * deviations. 1607 * deviations.
1578 */ 1608 */
1579 1609
1580 dir = 0; 1610 dir = 0;
1581 if(!(rndm(0, 3))) 1611 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1612 j = rndm (0, 1);
1583 else j=0; 1613 else
1614 j = 0;
1584 1615
1585 for(i = 1; i < 9; i++) { 1616 for (i = 1; i < 9; i++)
1617 {
1586 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1588 */ 1620 */
1589
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1592 1623
1593 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1595 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1627 {
1597 dir = tmpdir; 1628 dir = tmpdir;
1598 break; 1629 break;
1599 } 1630 }
1600 } 1631 }
1632
1601 if (dir == 0) { 1633 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1634 {
1635 nx = op->x;
1636 ny = op->y;
1637 m = op->map;
1638 }
1606 1639
1607 remove_ob(op); 1640 m->insert (op, nx, ny, op);
1608 op->y=ny; 1641
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 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
1613 surrounding squares */ 1643 surrounding squares */
1614 1644
1615 /* loop over current square and neighbors to hit. 1645 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1646 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1647 * the surround spaces.
1618 */ 1648 */
1619 for(j=0;j<9;j++) { 1649 for (j = 0; j < 9; j++)
1620 object *new_ob; 1650 {
1621
1622 hx = nx+freearr_x[j]; 1651 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1652 hy = ny + freearr_y[j];
1624 1653
1625 m = op->map; 1654 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1655 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1656
1628 if (mflags & P_OUT_OF_MAP) continue; 1657 if (mflags & P_OUT_OF_MAP)
1658 continue;
1629 1659
1630 /* 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
1631 * of the map either. 1661 * of the map either.
1632 */ 1662 */
1633 1663
1634 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)))
1635 if(j) op->stats.dam = dam_save/2; 1665 {
1666 if (j)
1667 op->stats.dam = dam_save / 2;
1668
1636 hit_map(op,j,op->attacktype,1); 1669 hit_map (op, j, op->attacktype, 1);
1670 }
1637 1671
1638 }
1639
1640 /* insert the other arch */ 1672 /* insert the other arch */
1641 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))))
1642 new_ob = arch_to_object(op->other_arch); 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 } 1675 }
1648 1676
1649 /* restore to the center location and damage*/ 1677 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1651 1679
1652 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);
1653 1681
1654 if(i>=0) { /* we have a preferred direction! */ 1682 if (i >= 0)
1683 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1684 /* pick another direction if the preferred dir is blocked. */
1656 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 ||
1657 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)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1687 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1688
1660 op->direction=i; 1689 op->direction = i;
1661 } 1690 }
1662} 1691}
1663 1692
1664
1665/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1666 * 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
1667 * 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
1668 * 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
1669 * 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
1670 * 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.
1671 */ 1699 */
1672 1700void
1673void move_swarm_spell(object *op) 1701move_swarm_spell (object *op)
1674{ 1702{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1703#if 0
1697 // 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 };
1698 // (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 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1706 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1707 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1708 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1709#endif
1710 object *owner = op->env;
1744 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
1745 /* 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
1746 * should just be a pointer to the spell in some inventory, 1773 * should just be a pointer to the spell in some inventory,
1747 * 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,
1748 * do some sanity checking anyways. 1775 * do some sanity checking anyways.
1749 */ 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))))
1750 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
1751 if (op->spell && op->spell->type == SPELL) 1797 if (op->spell && op->spell->type == SPELL)
1752 { 1798 {
1753 /* 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 */
1754 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 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);
1758 } 1804 }
1759} 1805}
1760
1761
1762
1763 1806
1764/* fire_swarm: 1807/* fire_swarm:
1765 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1766 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1767 * the parts of the swarm. 1810 * the parts of the swarm.
1770 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1771 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1816 * n: the number to be fired.
1774 */ 1817 */
1775 1818int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1820{
1778 object *tmp;
1779 int i;
1780
1781 if (!spell->other_arch) return 0; 1821 if (!spell->other_arch)
1822 return 0;
1782 1823
1783 tmp=get_archetype(SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1784 tmp->x=op->x; 1825
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1787 set_spell_skill(op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1788
1789 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. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1791
1792 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1793 1830
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1796 return 1; 1833 return 1;
1797 } 1834
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1838
1802 tmp->direction=dir;
1803 tmp->invisible=1; 1839 tmp->invisible = 1;
1804 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
1805 return 1; 1847 return 1;
1806} 1848}
1807
1808 1849
1809/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1810 * function. 1851 * function.
1811 */ 1852 */
1853int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1854cast_light (object *op, object *caster, object *spell, int dir)
1855{
1813 object *target=NULL,*tmp=NULL; 1856 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1857 sint16 x, y;
1815 int dam, mflags; 1858 int dam, mflags;
1816 mapstruct *m; 1859 maptile *m;
1817 1860
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1862
1820 if(!dir) { 1863 if (dir)
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1822 return 0;
1823 } 1864 {
1824
1825 x=op->x+freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1827 m = op->map; 1867 m = op->map;
1828 1868
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1870
1831 if (mflags & P_OUT_OF_MAP) { 1871 if (mflags & P_OUT_OF_MAP)
1872 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1874 return 0;
1834 } 1875 }
1835 1876
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 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)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1881 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1883 if (target->head)
1884 target = target->head;
1885
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1843 } 1888 }
1844 } 1889 }
1845 1890
1846 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1847 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 {
1848 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.");
1849 return 0; 1895 return 0;
1896 }
1850 } 1897 }
1851 1898
1852 /* 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 */
1853 tmp=arch_to_object(spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 1901 if (!tmp)
1902 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1904 return 0;
1857 } 1905 }
1906
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1859 if (tmp->glow_radius) { 1909 if (tmp->glow_radius)
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1910 tmp->set_glow_radius (
1861 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)
1862 } 1912 );
1863 tmp->x=x; 1913
1864 tmp->y=y; 1914 if (dir)
1865 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
1866 return 1; 1919 return 1;
1867} 1920}
1868
1869
1870
1871 1921
1872/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1873 * player and infects someone. 1923 * player and infects someone.
1874 * 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
1875 * 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
1876 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
1877 */ 1927 */
1878 1928int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
1930{
1880 sint16 x,y; 1931 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 1933 object *walk;
1883 mapstruct *m; 1934 maptile *m;
1884 1935
1885 x = op->x; 1936 x = op->x;
1886 y = op->y; 1937 y = op->y;
1887 1938
1888 /* 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
1889 * direction the player is pointing. 1940 * direction the player is pointing.
1890 */ 1941 */
1942 if (!dir)
1891 if (!dir) dir=op->facing; 1943 dir = op->facing;
1944
1945 if (!dir)
1892 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 */
1893 1947
1894 /* Calculate these once here */ 1948 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 1950 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 1951 dur_mod = SP_level_duration_adjust (caster, spell);
1898 1952
1899 /* search in a line for a victim */ 1953 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 1954 for (i = 1; i < range; i++)
1955 {
1901 x = op->x + i * freearr_x[dir]; 1956 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 1957 y = op->y + i * freearr_y[dir];
1903 m = op->map; 1958 m = op->map;
1904 1959
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 1960 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1961
1907 if (mflags & P_OUT_OF_MAP) return 0; 1962 if (mflags & P_OUT_OF_MAP)
1963 return 0;
1908 1964
1909 /* don't go through walls - presume diseases are airborne */ 1965 /* don't go through walls - presume diseases are airborne */
1910 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;
1911 1968
1912 /* 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 */
1913 if (mflags & P_IS_ALIVE) { 1970 if (mflags & P_IS_ALIVE)
1971 {
1914 /* search this square for a victim */ 1972 /* search this square for a victim */
1915 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)
1916 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 */
1917 object *disease = arch_to_object(spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
1918 1977
1919 set_owner(disease,op); 1978 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 1981 disease->level = casting_level (caster, spell);
1923 1982
1924 /* do level adjustments */ 1983 /* do level adjustments */
1925 if(disease->stats.wc) 1984 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 1985 disease->stats.wc += dur_mod / 2;
1927 1986
1928 if(disease->magic> 0) 1987 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 1988 disease->magic += dur_mod / 8;
1930 1989
1931 if(disease->stats.maxhp>0) 1990 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
1933 1992
1934 if(disease->stats.maxgrace>0) 1993 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 1994 disease->stats.maxgrace += dur_mod;
1936 1995
1937 if(disease->stats.dam) { 1996 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 1997 {
1939 disease->stats.dam += dam_mod; 1998 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 1999 disease->stats.dam += dam_mod;
1941 } 2000 else
2001 disease->stats.dam -= dam_mod;
2002 }
1942 2003
1943 if(disease->last_sp) { 2004 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2005 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2006 disease->last_sp -= 2 * dam_mod;
1946 } 2007 if (disease->last_sp < 1)
2008 disease->last_sp = 1;
2009 }
1947 2010
1948 if(disease->stats.maxsp) { 2011 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2012 {
1950 disease->stats.maxsp += dam_mod; 2013 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2014 disease->stats.maxsp += dam_mod;
1952 } 2015 else
1953 2016 disease->stats.maxsp -= dam_mod;
2017 }
2018
1954 if(disease->stats.ac) 2019 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2020 disease->stats.ac += dam_mod;
1956 2021
1957 if(disease->last_eat) 2022 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2023 disease->last_eat -= dam_mod;
1959 2024
1960 if(disease->stats.hp) 2025 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2026 disease->stats.hp -= dam_mod;
1962 2027
1963 if(disease->stats.sp) 2028 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2029 disease->stats.sp -= dam_mod;
1965 2030
1966 if(infect_object(walk,disease,1)) { 2031 if (infect_object (walk, disease, 1))
1967 object *flash; /* visual effect for inflicting disease */ 2032 {
1968
1969 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);
1970 2034
1971 free_object(disease); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2036 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1973 flash->x = x; 2037 return 1;
1974 flash->y = y; 2038 }
1975 flash->map = walk->map; 2039
1976 insert_ob_in_map(flash,walk->map,op,0); 2040 disease->destroy ();
1977 return 1; 2041 }
1978 } 2042 } /* if living creature */
1979 free_object(disease); 2043 } /* for range of spaces */
1980 } 2044
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2046 return 1;
1985} 2047}

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