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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.4 by elmex, Tue Aug 15 17:35:51 2006 UTC vs.
Revision 1.118 by root, Sun Nov 18 15:19:48 2018 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 1.4 2006/08/15 17:35:51 elmex Exp $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
12 8 *
13 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 12 * option) any later version.
17 13 *
18 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 17 * GNU General Public License for more details.
22 18 *
23 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
26 22 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 24 */
29 25
30/* This file contains all the spell attack code. Grouping this code 26/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 27 * together should hopefully make it easier to find the relevent bits
32 * of code 28 * of code
33 */ 29 */
34 30
35#include <global.h> 31#include <global.h>
36#include <object.h> 32#include <object.h>
37#include <living.h> 33#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 34#include <sproto.h>
40#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* 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) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43static void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 45{
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 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);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* 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; 73 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* 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 81 * 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. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
105 * 106 *
106 * BOLT CODE 107 * BOLT CODE
107 * 108 *
108 ***************************************************************************/ 109 ***************************************************************************/
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114static void
114void forklightning(object *op, object *tmp) { 115forklightning (object *op, object *tmp)
116{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 117 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 */ 118 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 119 maptile *m;
118 sint16 sx,sy; 120 sint16 sx, sy;
119 object *new_bolt; 121 object *new_bolt;
120 122
121 /* pick a fork direction. tmp->stats.Con is the left bias 123 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 124 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 125 * 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 126 * down to 0 for one going 90 degrees left off original path
125 */ 127 */
126 128
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 129 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 130 new_dir = -1;
129 131
130 /* check the new dir for a wall and in the map*/ 132 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
132 134
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 135 if (get_map_flags (tmp->map, &m, tmp->x + DIRX (t_dir), tmp->y + DIRY (t_dir), &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 136 return;
135 return;
136 137
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 138 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 139 return;
139 140
140 /* OK, we made a fork */ 141 /* OK, we made a fork */
141 new_bolt = get_object(); 142 new_bolt = tmp->clone ();
142 143
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 144 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 145 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 146 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 148 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 149 new_bolt->direction = t_dir;
151 new_bolt->duration++; 150 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 151 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 152 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 153 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 154 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 155
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
160} 158}
161 159
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
164 */ 162 */
165 163void
166void move_bolt(object *op) { 164move_bolt (object *op)
167 object *tmp; 165{
168 int mflags; 166 int mflags;
169 sint16 x, y; 167 sint16 x, y;
170 mapstruct *m; 168 maptile *m;
171 169
172 if(--(op->duration)<0) { 170 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 171 {
172 op->drop_and_destroy ();
173 return;
174 }
175
177 hit_map(op,0,op->attacktype,1); 176 hit_map (op, 0, op->attacktype, 1);
178 177
179 if(!op->direction) 178 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; 179 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++;
249 180
250 /* New forking code. Possibly create forks of this object 181 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; 182 op->range = 0;
261 } /* copy object and move it along */ 183 else
262 } /* if move bolt along */ 184 {
185 x = op->x + DIRX (op->direction);
186 y = op->y + DIRY (op->direction);
187 m = op->map;
188 mflags = get_map_flags (m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP)
191 return;
192
193 /* We are about to run into something - we may bounce */
194 /* Calling reflwall is pretty costly, as it has to look at all the objects
195 * on the space. So only call reflwall if we think the data it returns
196 * will be useful.
197 */
198 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
199 {
200 if (!op->flag [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 {
215 int left, right;
216 int mflags;
217
218 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
219 * over a corner in a tiled map, it is possible that
220 * op->direction is within an adjacent map but either
221 * op->direction-1 or op->direction+1 does not exist.
222 */
223 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction - 1)),
224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
225
226 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
227
228 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction + 1)),
229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
230 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
231
232 if (left == right)
233 op->direction = absdir (op->direction + 4);
234 else if (left)
235 op->direction = absdir (op->direction + 2);
236 else if (right)
237 op->direction = absdir (op->direction - 2);
238 }
239
240 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
241 return;
242 }
243 else
244 { /* Create a copy of this object and put it ahead */
245 object *tmp = op->clone ();
246
247 m->insert (tmp, x, y, op);
248 tmp->speed_left = -0.1f;
249 /* To make up for the decrease at the top of the function */
250 tmp->duration++;
251
252 /* New forking code. Possibly create forks of this object
253 * going off in other directions.
254 */
255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
256 forklightning (op, tmp); /* stats.Dex % of forking */
257
258 /* In this way, the object left behind sticks on the space, but
259 * doesn't create any bolts that continue to move onward.
260 */
261 op->range = 0;
262 } /* copy object and move it along */
263 } /* if move bolt along */
263} 264}
264 265
265/* fire_bolt 266/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 267 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 268 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 269 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 270 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 271 * This function sets up the appropriate owner and skill
271 * pointers. 272 * pointers.
272 */ 273 */
273 274int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 275fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
276{
275 object *tmp=NULL; 277 object *tmp = NULL;
276 int mflags; 278 int mflags;
277 279
278 if (!spob->other_arch) 280 if (!spob->other_arch)
279 return 0; 281 return 0;
280 282
281 tmp=arch_to_object(spob->other_arch); 283 tmp = spob->other_arch->instance ();
282 if(tmp==NULL) 284 if (tmp == NULL)
283 return 0; 285 return 0;
284 286
285 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 288 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 289 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 290
291 if (spob->slaying)
292 tmp->slaying = spob->slaying;
293
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 294 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
293 298
294 tmp->direction=dir; 299 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
296 SET_ANIMATION(tmp, dir); 301 tmp->set_anim_frame (dir);
297 302
298 set_owner(tmp,op); 303 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
300 305
301 tmp->x=op->x + DIRX(tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
302 tmp->y=op->y + DIRY(tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
303 tmp->map = op->map; 308 tmp->map = op->map;
304 309
310 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 311 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 312 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 313 {
314 tmp->drop_and_destroy ();
315 return 0;
316 }
317
318 tmp->map = newmap;
319
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 321 {
312 free_object(tmp); 322 if (!tmp->flag [FLAG_REFLECTING])
323 {
324 tmp->drop_and_destroy ();
313 return 0; 325 return 0;
314 } 326 }
315 tmp->x=op->x; 327
316 tmp->y=op->y; 328 tmp->x = op->x;
329 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 330 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 331 tmp->map = op->map;
319 } 332 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 333
334 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 335 move_bolt (tmp);
336
322 return 1; 337 return 1;
323} 338}
324
325
326 339
327/*************************************************************************** 340/***************************************************************************
328 * 341 *
329 * BULLET/BALL CODE 342 * BULLET/BALL CODE
330 * 343 *
331 ***************************************************************************/ 344 ***************************************************************************/
332 345
333/* expands an explosion. op is a piece of the 346/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 347 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 348 * At least that is what I think this does.
336 */ 349 */
350void
337void explosion(object *op) { 351explosion (object *op)
338 object *tmp; 352{
339 mapstruct *m=op->map; 353 maptile *m = op->map;
340 int i; 354 int i;
341 355
342 if(--(op->duration)<0) { 356 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 357 {
358 op->destroy ();
359 return;
360 }
361
347 hit_map(op,0,op->attacktype,0); 362 hit_map (op, 0, op->attacktype, 0);
348 363
349 if(op->range>0) { 364 if (op->range > 0)
350 for(i=1;i<9;i++) { 365 {
366 for (i = 1; i < 9; i++)
367 {
351 sint16 dx,dy; 368 sint16 dx, dy;
352 369
353 dx=op->x+freearr_x[i]; 370 dx = op->x + DIRX (i);
354 dy=op->y+freearr_y[i]; 371 dy = op->y + DIRY (i);
372
355 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 374 * out of map, etc.
357 */ 375 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 376 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 377 {
360 copy_object(op,tmp); 378 object *tmp = op->clone ();
361 tmp->state=0; 379
362 tmp->speed_left= -0.21; 380 tmp->state = 0;
363 tmp->range--; 381 tmp->speed_left = -0.21f;
364 tmp->value=0; 382 tmp->range--;
365 tmp->x=dx; 383 tmp->value = 0;
366 tmp->y=dy; 384
367 insert_ob_in_map(tmp,m,op,0); 385 m->insert (tmp, dx, dy, op);
386 }
387 }
368 } 388 }
369 }
370 }
371} 389}
372
373 390
374/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
376 * explode. 393 * explode.
377 */ 394 */
395static void
378void explode_bullet(object *op) 396explode_bullet (object *op)
379{ 397{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 398 object *tmp, *owner;
382 399
383 if (op->other_arch == NULL) { 400 if (!op->other_arch)
401 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 403 op->destroy ();
386 free_object (op); 404 return;
387 return;
388 } 405 }
389 406
390 if (op->env) { 407 if (op->env)
391 object *env; 408 {
409 object *env = op->outer_env ();
392 410
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 411 if (!env->map || out_of_map (env->map, env->x, env->y))
412 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 414 op->destroy ();
397 free_object (op);
398 return; 415 return;
399 } 416 }
400 remove_ob (op); 417
401 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 419 }
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)) { 420 else if (out_of_map (op->map, op->x, op->y))
421 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 423 op->destroy ();
407 free_object (op); 424 return;
408 return;
409 } 425 }
410 426
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 427 // 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 428 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 429 // 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) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 431 {
416 remove_ob (op); 432 op->destroy ();
417 free_object (op); 433 return;
434 }
435
436 if (op->attacktype)
437 {
438 hit_map (op, 0, op->attacktype, 1);
439
440 if (op->destroyed ())
418 return; 441 return;
419 } 442 }
420 443
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 */ 444 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
429 446
430 copy_owner (tmp, op); 447 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 448 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 449
434 owner = get_owner(op); 450 owner = op->owner;
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 451
452 if ((tmp->attacktype & AT_HOLYWORD
453 || tmp->attacktype & AT_GODPOWER)
454 && owner
436 !tailor_god_spell(tmp, owner)) { 455 && !tailor_god_spell (tmp, owner))
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 456 {
441 tmp->x = op->x; 457 op->destroy ();
442 tmp->y = op->y; 458 return;
459 }
443 460
444 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
446 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 465 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 467 tmp->duration = op->duration;
450 } else { 468 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
452 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 479 * the count of the parent should work fine.
458 */ 480 */
459 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
460 } 482 }
461 483
462 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
465 487
466 /* Prevent recursion */ 488 /* Prevent recursion */
467 op->move_on = 0; 489 op->move_on = 0;
468 490
469 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
470 /* remove the firebullet */ 494 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 495 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 496}
476
477
478 497
479/* checks to see what op should do, given the space it is on 498/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 499 * (eg, explode, damage player, etc)
481 */ 500 */
482 501void
483void check_bullet(object *op) 502check_bullet (object *op)
484{ 503{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 504 object *tmp;
487 int dam, mflags; 505 int dam, mflags;
488 mapstruct *m; 506 maptile *m;
489 sint16 sx, sy; 507 sint16 sx, sy;
490 508
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 509 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 510
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 511 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 512 return;
495 513
496 if (op->other_arch) { 514 if (op->other_arch)
515 {
497 /* explode object will also remove op */ 516 /* explode object will also remove op */
498 explode_bullet (op); 517 explode_bullet (op);
499 return; 518 return;
500 } 519 }
501 520
502 /* If nothing alive on this space, no reason to do anything further */ 521 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 522 if (!(mflags & P_IS_ALIVE))
523 return;
504 524
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
506 { 526 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 527 if (tmp->flag [FLAG_ALIVE])
508 tmp_tag = tmp->count; 528 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 529 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 530
511 || (op->stats.dam -= dam) < 0) 531 // TODO: can't understand the following if's
532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
512 { 533 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 534 if (!op->flag [FLAG_REMOVED])
514 remove_ob (op); 535 {
515 free_object(op); 536 op->destroy ();
516 return; 537 return;
517 } 538 }
518 } 539 }
519 } 540 }
520 } 541 }
521} 542}
522
523 543
524/* Basically, we move 'op' one square, and if it hits something, 544/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 545 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 546 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
528 */ 548 */
529 549void
530void move_bullet(object *op) 550move_bullet (object *op)
531{ 551{
532 sint16 new_x, new_y;
533 int mflags;
534 mapstruct *m;
535
536#if 0 552#if 0
537 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
538 554
539 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
542 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
544 return; 561 return;
545 } /* end addition. */ 562 } /* end addition. */
546#endif 563#endif
547 564
548 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
550 if (op->other_arch) { 568 if (op->other_arch)
551 explode_bullet (op); 569 explode_bullet (op);
552 } else { 570 else
553 remove_ob (op); 571 op->destroy ();
554 free_object (op); 572
555 }
556 return; 573 return;
574 }
575
576 mapxy pos (op);
577 pos.move (op->direction);
578
579 if (!pos.normalise ())
557 } 580 {
558 581 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; 582 return;
583 }
584
585 mapspace &ms = pos.ms ();
586
587 ms.update ();
588
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
568 } 590 {
569
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
571 if (op->other_arch) { 591 if (op->other_arch)
572 explode_bullet (op); 592 explode_bullet (op);
573 } else { 593 else
574 remove_ob (op); 594 op->destroy ();
575 free_object (op); 595
576 }
577 return; 596 return;
578 } 597 }
579 598
580 remove_ob (op); 599 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; 600 return;
585 601
586 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
587 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 605 update_turn_face (op);
589 } else { 606 }
607 else
590 check_bullet (op); 608 check_bullet (op);
591 }
592} 609}
593
594
595
596 610
597/* fire_bullet 611/* fire_bullet
598 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
601 * spob->attacktype. 615 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
603 * pointers. 617 * pointers.
604 */ 618 */
605 619int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
607 object *tmp=NULL; 622 object *tmp = NULL;
608 int mflags; 623 int mflags;
609 624
610 if (!spob->other_arch) 625 if (!spob->other_arch)
611 return 0; 626 return 0;
612 627
613 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
614 if(tmp==NULL) 629 if (!tmp)
615 return 0; 630 return 0;
616 631
617 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 635 if (spob->slaying)
636 tmp->slaying = spob->slaying;
621 637
622 tmp->range = 50; 638 tmp->range = 50;
623 639
624 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 644
629 tmp->direction=dir; 645 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
631 SET_ANIMATION(tmp, dir); 647 tmp->set_anim_frame (dir);
632 648
633 set_owner(tmp,op); 649 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
635 651
636 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
637 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
638 tmp->map = op->map; 654 tmp->map = op->map;
639 655
656 maptile *newmap;
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 659 {
660 tmp->destroy ();
661 return 0;
662 }
663
664 tmp->map = newmap;
665
666 // in case the bullet has direction 0 we explode it in place.
667 // direction 0 is possible for instance when a poison cloud trap springs.
668 if (tmp->direction == 0)
669 {
670 if (tmp->other_arch
671 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
672 explode_bullet (tmp); // explode object will/should remove tmp
673 else
674 tmp->destroy ();
675
676 return 0;
677 }
678
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 679 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 680 {
647 free_object(tmp); 681 if (!tmp->flag [FLAG_REFLECTING])
682 {
683 tmp->destroy ();
648 return 0; 684 return 0;
649 } 685 }
650 tmp->x=op->x; 686
651 tmp->y=op->y; 687 tmp->x = op->x;
688 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 689 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 690 tmp->map = op->map;
654 } 691 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 692
693 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 694 check_bullet (tmp);
657 } 695
658 return 1; 696 return 1;
659} 697}
660
661
662
663 698
664/***************************************************************************** 699/*****************************************************************************
665 * 700 *
666 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
667 * 702 *
668 *****************************************************************************/ 703 *****************************************************************************/
669 704
670
671/* drops an object based on what is in the cone's "other_arch" */ 705/* drops an object based on what is in the cone's "other_arch" */
706static void
672void cone_drop(object *op) { 707cone_drop (object *op)
673 object *new_ob = arch_to_object(op->other_arch); 708{
709 object *new_ob = op->other_arch->instance ();
674 710
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 711 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 712 new_ob->set_owner (op->owner);
679 713
680 /* preserve skill ownership */ 714 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 715 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 716 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 717
684 } 718 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 719}
688 720
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 721/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 722
723void
691void move_cone(object *op) { 724move_cone (object *op)
692 int i; 725{
693 tag_t tag;
694
695 /* if no map then hit_map will crash so just ignore object */ 726 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 727 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 } 728 {
729 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
730 op->set_speed (0);
731 return;
732 }
703 733
704 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 735 if (op->flag [FLAG_LIFESAVE])
736 {
706 hit_map(op,0,op->attacktype,0); 737 hit_map (op, 0, op->attacktype, 0);
707 return; 738 return;
708 } 739 }
709 740
710#if 0 741#if 0
711 /* Disable this - enabling it makes monsters easier, as 742 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 743 * when their cone dies when they die.
713 */ 744 */
714 /* If no owner left, the spell dies out. */ 745 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 746 if (op->owner == NULL)
716 remove_ob(op); 747 {
717 free_object(op); 748 op->destroy ();
718 return; 749 return;
719 } 750 }
720#endif 751#endif
721 752
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 753 hit_map (op, 0, op->attacktype, 0);
724 754
755 if (!op->is_on_map ())
756 return;
757
725 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
727 * degree. 760 * degree.
728 */ 761 */
762 if (op->weight)
763 {
729 if(op->weight) check_spell_knockback(op); 764 check_spell_knockback (op);
730 765
731 if (was_destroyed (op, tag)) 766 if (!op->is_on_map ())
732 return; 767 return;
768 }
733 769
734 if((op->duration--)<0) { 770 if (op->duration-- < 0)
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 771 {
772 op->destroy ();
773 return;
774 }
739 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 776 * any further. When the duration above expires,
741 * then the object will get removed. 777 * then the object will get removed.
742 */ 778 */
743 if (--op->range < 0) { 779 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 780 {
781 op->range = 0; /* just so it doesn't wrap */
782 return;
783 }
747 784
748 for(i= -1;i<2;i++) { 785 for (int i = -1; i <= 1; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 786 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 787 sint16 x = op->x + DIRX (absdir (op->stats.sp + i)), y = op->y + DIRY (absdir (op->stats.sp + i));
751 788
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 789 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
753 object *tmp=get_object(); 790 {
754 copy_object(op, tmp); 791 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 792
758 tmp->duration = op->duration + 1; 793 tmp->duration = op->duration + 1;
759 794
760 /* Use for spell tracking - see ok_to_put_more() */ 795 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 796 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 797
763 if (tmp->other_arch) cone_drop(tmp); 798 op->map->insert (tmp, x, y, op);
764 } 799
800 if (tmp->other_arch)
801 cone_drop (tmp);
802 }
765 } 803 }
766} 804}
767 805
768/* cast_cone: casts a cone spell. 806/* cast_cone: casts a cone spell.
769 * op: person firing the object. 807 * op: person firing the object.
771 * dir: direction to fire in. 809 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 810 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 811 * to fire.
774 * returns 0 on failure, 1 on success. 812 * returns 0 on failure, 1 on success.
775 */ 813 */
814int
776int cast_cone(object *op, object *caster,int dir, object *spell) 815cast_cone (object *op, object *caster, int dir, object *spell)
777{ 816{
778 object *tmp; 817 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 818 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 819 maptile *m;
781 sint16 sx, sy; 820 sint16 sx, sy;
782 MoveType movetype; 821 MoveType movetype;
783 822
784 if (!spell->other_arch) return 0; 823 if (!spell->other_arch)
824 return 0;
785 825
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 826 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
787 op->attacktype & AT_TURN_UNDEAD) { 827 {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!"); 828 op->failmsg ("Your undead nature prevents you from turning undead!");
790 return 0; 829 return 0;
791 } 830 }
792 831
793 if(!dir) { 832 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 833 {
834 range_min = 0;
835 range_max = 8;
836 }
797 837
798 /* Need to know what the movetype of the object we are about 838 /* 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 839 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 840 * insert it into is blocked.
801 */ 841 */
802 movetype = spell->other_arch->clone.move_type; 842 movetype = spell->other_arch->move_type;
803 843
804 for(i=range_min;i<=range_max;i++) { 844 for (i = range_min; i <= range_max; i++)
805 sint16 x,y, d; 845 {
846 sint16 x, y;
806 847
807 /* We can't use absdir here, because it never returns 848 /* 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 849 * 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 850 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 851 * to hit that person.
811 */ 852 */
812 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
813 while (d < 0) d+=8;
814 while (d > 8) d-=8;
815 854
816 /* If it's not a rune, we don't want to blast the caster. 855 /* 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, 856 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 859 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 860 * for the rune code.
822 */ 861 */
823 if (caster->type != RUNE && d==0) { 862 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 863 {
825 else continue; 864 if (dir != 0)
826 } 865 d = 8;
866 else
867 continue;
868 }
827 869
828 x = op->x+freearr_x[d]; 870 x = op->x + DIRX (d);
829 y = op->y+freearr_y[d]; 871 y = op->y + DIRY (d);
830 872
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 873 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 874 continue;
833 875
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 877 continue;
836 878
837 success=1; 879 success = 1;
838 tmp=arch_to_object(spell->other_arch); 880 tmp = spell->other_arch->instance ();
839 set_owner(tmp,op); 881 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 884 tmp->attacktype = spell->attacktype;
845 885
846 /* holy word stuff */ 886 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 888 if (!tailor_god_spell (tmp, op))
849 } 889 return 0;
850 890
851 if(dir) 891 if (dir)
852 tmp->stats.sp=dir; 892 tmp->stats.sp = dir;
853 else 893 else
854 tmp->stats.sp=i; 894 tmp->stats.sp = i;
855 895
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 896 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 897
858 /* If casting it in all directions, it doesn't go as far */ 898 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 899 if (dir == 0)
900 {
860 tmp->range /= 4; 901 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 902 if (tmp->range < 2 && spell->range >= 2)
862 } 903 tmp->range = 2;
904 }
905
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 906 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 907 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 908
866 /* Special bonus for fear attacks */ 909 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 910 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 911 {
869 else 912 if (caster->type == PLAYER)
913 tmp->duration += fear_bonus[caster->stats.Cha];
914 else
870 tmp->duration += caster->level/3; 915 tmp->duration += caster->level / 3;
871 } 916 }
917
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 918 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 919 {
874 else 920 if (caster->type == PLAYER)
921 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
922 else
875 tmp->duration += caster->level/3; 923 tmp->duration += caster->level / 3;
876 } 924 }
877 925
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 926 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 927 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
881 spell->other_arch->name);
882 928
883 if (!tmp->move_on && tmp->stats.dam) { 929 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 930 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);
889 931
932 m->insert (tmp, sx, sy, op);
933
890 /* This is used for tracking spells so that one effect doesn't hit 934 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 935 * a single space too many times.
892 */ 936 */
893 tmp->stats.maxhp = tmp->count; 937 tmp->stats.maxhp = tmp->count;
894 938
895 if(tmp->other_arch) cone_drop(tmp); 939 if (tmp->other_arch)
940 cone_drop (tmp);
896 } 941 }
942
897 return success; 943 return success;
898} 944}
899 945
900/**************************************************************************** 946/****************************************************************************
901 * 947 *
902 * BOMB related code 948 * BOMB related code
903 * 949 *
904 ****************************************************************************/ 950 ****************************************************************************/
905 951
906
907/* This handles an exploding bomb. 952/* This handles an exploding bomb.
908 * op is the original bomb object. 953 * op is the original bomb object.
909 */ 954 */
955void
910void animate_bomb(object *op) { 956animate_bomb (object *op)
911 int i; 957{
912 object *env, *tmp; 958 if (op->state != op->anim_frames () - 1)
913 archetype *at;
914
915 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; 959 return;
933 }
934 960
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 object *env = op->outer_env ();
936 // on a safe map. I don't like this special casing, but it seems to be neccessary 962
937 // as bombs can be carried. 963 if (op->env)
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
939 { 964 {
940 remove_ob (op); 965 if (!env->map)
941 free_object (op);
942 return; 966 return;
967
968 if (!(op = op->insert_at (env, op)))
969 return;
943 } 970 }
944 971
972 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
973 // on a safe map. I don't like this special casing, but it seems to be neccessary
974 // as bombs can be carried.
975 if (op->ms ().flags () & P_SAFE)
976 {
977 op->destroy ();
978 return;
979 }
980
945 /* This copies a lot of the code from the fire bullet, 981 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 983 * so just set up the appropriate values.
948 */ 984 */
949 at = find_archetype(SPLINT); 985 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 986 {
951 for(i=1;i<9;i++) { 987 for (int i = 1; i < 9; i++)
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 {
953 continue; 989 if (out_of_map (op->map, op->x + DIRX (i), op->y + DIRX (i)))
954 tmp = arch_to_object(at); 990 continue;
991
992 object *tmp = at->instance ();
955 tmp->direction = i; 993 tmp->direction = i;
956 tmp->range = op->range; 994 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 996 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 998 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 999 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 1000 tmp->skill = op->skill;
963 tmp->skill = add_refcount(op->skill); 1001
1002 if (tmp->flag [FLAG_IS_TURNABLE])
1003 tmp->set_anim_frame (1);
1004
1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
1006 move_bullet (tmp);
1007 }
964 } 1008 }
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 1009
974 explode_bullet(op); 1010 explode_bullet (op);
975} 1011}
976 1012
1013int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1014create_bomb (object *op, object *caster, int dir, object *spell)
978 1015{
979 object *tmp; 1016 object *tmp;
980 int mflags; 1017 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1018 sint16 dx = op->x + DIRX (dir), dy = op->y + DIRY (dir);
982 mapstruct *m; 1019 maptile *m;
983 1020
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1021 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1022
1023 // when creating a bomb below ourself it should always work, even
1024 // when movement is blocked (somehow we got here, somehow we are here,
1025 // so we should also be able to make a bomb here). (originally added
1026 // to fix create bomb traps in doors, which cast with dir=0).
1027 if (dir)
1028 {
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1029 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1030 {
987 return 0; 1031 op->failmsg ("There is something in the way.");
1032 return 0;
1033 }
988 } 1034 }
989 tmp=arch_to_object(spell->other_arch);
990 1035
1036 tmp = spell->other_arch->instance ();
1037
991 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1040 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1042 tmp->attacktype = spell->attacktype;
996 1043
997 set_owner(tmp,op); 1044 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1045 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1046
1000 tmp->y=dy; 1047 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1048 return 1;
1003} 1049}
1004 1050
1005/**************************************************************************** 1051/****************************************************************************
1006 * 1052 *
1007 * smite related spell code. 1053 * smite related spell code.
1015 * dir is the direction to look in. 1061 * dir is the direction to look in.
1016 * range is how far out to look. 1062 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1063 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1019 */ 1065 */
1020 1066static object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1067get_pointed_target (object *op, int dir, int range, int type)
1068{
1022 object *target; 1069 object *target;
1023 sint16 x,y; 1070 sint16 x, y;
1024 int dist, mflags; 1071 int dist, mflags;
1025 mapstruct *mp; 1072 maptile *mp;
1026 1073
1027 if (dir==0) return NULL; 1074 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; 1075 return NULL;
1049}
1050 1076
1077 for (dist = 1; dist < range; dist++)
1078 {
1079 x = op->x + DIRX (dir) * dist;
1080 y = op->y + DIRY (dir) * dist;
1081 mp = op->map;
1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1051 1083
1084 if (mflags & P_OUT_OF_MAP)
1085 return NULL;
1086 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1087 return NULL;
1088 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1089 return NULL;
1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1091 return NULL;
1092
1093 if (mflags & P_IS_ALIVE)
1094 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1095 if (target->flag [FLAG_MONSTER])
1096 return target;
1097 }
1098
1099 return NULL;
1100}
1101
1052/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1054 * usual params - 1104 * usual params -
1055 * op = player 1105 * op = player
1056 * caster = object casting the spell. 1106 * caster = object casting the spell.
1057 * dir = direction being cast 1107 * dir = direction being cast
1058 * spell = spell object 1108 * spell = spell object
1059 */ 1109 */
1060 1110int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1112{
1062 object *effect, *target; 1113 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1114 object *god = find_god (determine_god (op));
1064 int range;
1065 1115
1066 range = spell->range + SP_level_range_adjust(caster,spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1116 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1117
1069 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1120 * 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 1121 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1122 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1123 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1124 * can't be friendly to your god.
1076 */ 1125 */
1077 1126
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1079 ||(!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1130 || (god && target->title == god->name)
1081 ||(target->race && god && strstr(target->race,god->race))) { 1131 || (god && target->race.contains (god->race)))
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1132 {
1133 op->failmsg ("Your request is unheeded.");
1083 return 0; 1134 return 0;
1084 } 1135 }
1085 1136
1086 if (spell->other_arch) 1137 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1138 effect = spell->other_arch->instance ();
1088 else 1139 else
1089 return 0; 1140 return 0;
1090 1141
1091 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1146 {
1095 if(tailor_god_spell(effect,op)) 1147 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1148 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 { 1149 else
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1150 {
1151 op->failmsg ("Your request is ignored.");
1100 return 0; 1152 return 0;
1101 } 1153 }
1102 } 1154 }
1103 1155
1104 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1105 effect->range=spell->range + 1157 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1158 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1159
1110 if (effect->attacktype & AT_DEATH) { 1160 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1161 {
1112 SP_level_dam_adjust(caster,spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1163
1114 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1165 if (target->flag [FLAG_UNDEAD])
1166 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1167 if (random_roll (0, 2, op, PREFER_LOW))
1168 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1170 effect->x = op->x;
1119 effect->y=op->y; 1171 effect->y = op->y;
1120 } else { 1172 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1173 else
1122 query_name(target)); 1174 {
1175 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1176 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1177 effect->destroy ();
1125 return 0; 1178 return 0;
1179 }
1180 }
1126 } 1181 }
1127 } 1182 else
1128 } else { 1183 {
1129 /* how much woe to inflict :) */ 1184 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1185 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1186 }
1133 1187
1134 set_owner(effect,op); 1188 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1189 set_spell_skill (op, caster, spell, effect);
1136 1190
1137 /* ok, tell it where to be, and insert! */ 1191 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1192 effect->insert_at (target, op);
1139 effect->y=target->y; 1193
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1194 return 1;
1143} 1195}
1144
1145 1196
1146/**************************************************************************** 1197/****************************************************************************
1147 * 1198 *
1148 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1149 * note that the fire_bullet is used to fire the missile. The 1200 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1201 * code here is just to move the missile.
1151 ****************************************************************************/ 1202 ****************************************************************************/
1152 1203
1153/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1205void
1154void move_missile(object *op) { 1206move_missile (object *op)
1155 int i, mflags; 1207{
1156 object *owner;
1157 sint16 new_x, new_y;
1158 mapstruct *m;
1159
1160 if (op->range-- <=0) { 1208 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1209 {
1210 op->drop_and_destroy ();
1211 return;
1212 }
1165 1213
1166 owner = get_owner(op); 1214 mapxy pos (op);
1167#if 0 1215 pos.move (op->direction);
1168 /* It'd make things nastier if this wasn't here - spells cast by 1216
1169 * monster that are then killed would continue to survive 1217 if (!pos.normalise ())
1170 */
1171 if (owner == NULL) {
1172 remove_ob(op);
1173 free_object(op);
1174 return;
1175 } 1218 {
1176#endif 1219 op->destroy ();
1220 return;
1221 }
1177 1222
1178 new_x = op->x + DIRX(op); 1223 mapspace &ms = pos.ms ();
1179 new_y = op->y + DIRY(op);
1180 1224
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1182 1226 {
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); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1229 * we need to remove it if someone hasn't already done so.
1189 */ 1230 */
1190 if ( ! was_destroyed (op, tag)) { 1231 op->destroy ();
1191 remove_ob (op); 1232 return;
1192 free_object(op); 1233 }
1193 } 1234
1194 return; 1235 if (!op->direction)
1195 } 1236 {
1196 1237 op->destroy ();
1197 remove_ob(op); 1238 return;
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1199 free_object(op);
1200 return;
1201 } 1239 }
1202 op->x = new_x; 1240
1203 op->y = new_y; 1241 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){ 1242 if (i > 0 && i != op->direction)
1207 op->direction=i;
1208 SET_ANIMATION(op, op->direction);
1209 } 1243 {
1210 insert_ob_in_map(op,op->map,op,0); 1244 op->direction = i;
1245 op->set_anim_frame (op->direction);
1246 }
1247
1248 pos.insert (op, op);
1211} 1249}
1212 1250
1213/**************************************************************************** 1251/****************************************************************************
1214 * Destruction 1252 * Destruction
1215 ****************************************************************************/ 1253 ****************************************************************************/
1254
1216/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1256 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1221 */ 1260 */
1222 1261static int
1223int make_object_glow(object *op, int radius, int time) { 1262make_object_glow (object *op, int radius, int time)
1224 object *tmp; 1263{
1225
1226 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1266 return 0;
1229 1267
1230 tmp=get_archetype(FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1231 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1232 tmp->stats.food = time; 1270 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1272 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); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1242 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1244 1277
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; 1278 return 1;
1251} 1279}
1252 1280
1253 1281int
1254
1255
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1282cast_destruction (object *op, object *caster, object *spell_ob)
1257 int i,j, range, mflags, friendly=0, dam, dur; 1283{
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); 1284 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); 1285 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); 1286 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 1287
1268 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1269 * 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 */
1274 skill = op->skill;
1275 if (caster == op) op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill;
1277 else op->skill = NULL;
1278 1289
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1290 dynbuf buf;
1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1292 {
1293 mapspace &ms = m->at (nx, ny);
1280 1294
1281 for(i= -range; i<range; i++) {
1282 for(j=-range; j<range ; j++) {
1283 m = op->map;
1284 sx = op->x + i;
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 *next, *tmp = ms.bot; tmp; tmp = next)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1297 {
1291 } 1298 next = tmp->above;
1292 if (tmp) {
1293 if (tmp->head) tmp=tmp->head;
1294 1299
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1301 {
1302 tmp = tmp->head_ ();
1303
1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1306 {
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1308 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1310
1300 tmp = arch_to_object(spell_ob->other_arch); 1311 if (spell_ob->other_arch)
1301 tmp->x = sx; 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1302 tmp->y = sy; 1313 }
1303 insert_ob_in_map(tmp, m, op, 0); 1314 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1304 } 1315 {
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) { 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1310 effect->x = sx; 1318 }
1311 effect->y = sy; 1319 }
1312 insert_ob_in_map(effect, m, op, 0); 1320 }
1313 } 1321 }
1314 }
1315 }
1316 }
1317 } 1322 }
1318 } 1323
1319 }
1320 op->skill = skill;
1321 return 1; 1324 return 1;
1322} 1325}
1323 1326
1324/*************************************************************************** 1327/***************************************************************************
1325 * 1328 *
1326 * CURSE 1329 * CURSE
1327 * 1330 *
1328 ***************************************************************************/ 1331 ***************************************************************************/
1329 1332int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1334{
1331 object *god = find_god(determine_god(op)); 1335 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1336 object *tmp, *force;
1333 1337
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1338 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1339 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1340 {
1341 op->failmsg ("There is no one in that direction to curse.");
1342 return 0;
1343 }
1341 1344
1345 tmp = tmp->head_ ();
1346
1342 /* If we've already got a force of this type, don't add a new one. */ 1347 /* 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) { 1348 for (force = tmp->inv; force; force = force->below)
1349 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1351 {
1345 if (force->name == spell_ob->name) { 1352 if (force->name == spell_ob->name)
1346 break; 1353 {
1347 } 1354 break;
1355 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1356 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1357 {
1350 "You can not cast %s while %s is in effect", 1358 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); 1359 return 0;
1352 return 0; 1360 }
1361 }
1353 } 1362 }
1354 } 1363
1364 if (!force)
1355 } 1365 {
1356 1366 force = archetype::get (FORCE_NAME);
1357 if(force==NULL) {
1358 force=get_archetype(FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name); 1368
1361 if (spell_ob->race) 1369 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1370 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 { 1371 else
1372 force->name = spell_ob->name;
1373
1374 force->name_pl = spell_ob->name;
1375
1376 }
1377 else
1378 {
1369 int duration; 1379 int duration;
1370 1380
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1381 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1382 if (duration > force->duration)
1383 {
1373 force->duration = duration; 1384 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1386 }
1387 else
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1389
1378 return 1; 1390 return 1;
1379 } 1391 }
1392
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0;
1382 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1383 SET_FLAG(force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1384 1397
1385 if(god) { 1398 if (god)
1399 {
1386 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1402 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1403 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1404 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); 1405 }
1392 } else 1406 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1408
1395 1409
1396 if(tmp!=op && op->type==PLAYER) 1410 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1412
1399 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1401 1415
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1417 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1418 tmp->update_stats ();
1419
1405 return 1; 1420 return 1;
1406
1407} 1421}
1408
1409 1422
1410/********************************************************************** 1423/**********************************************************************
1411 * mood change 1424 * mood change
1412 * Arguably, this may or may not be an attack spell. But since it 1425 * 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 1426 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/ 1427 ***********************************************************************/
1415 1428
1416/* This covers the various spells that change the moods of monsters - 1429/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1430 * makes them angry, peacful, friendly, etc.
1418 */ 1431 */
1432int
1419int mood_change(object *op, object *caster, object *spell) { 1433mood_change (object *op, object *caster, object *spell)
1434{
1420 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1422 sint16 x, y, nx, ny;
1423 mapstruct *m;
1424 const char *race; 1437 const char *race;
1425 1438
1426 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1440 * doing it over and over again.
1428 */ 1441 */
1429 god=find_god(determine_god(op)); 1442 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1443 level = casting_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1445
1433 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* 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 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1448 * won't ever match anything.
1436 */ 1449 */
1437 if (!spell->race) race=NULL; 1450 if (!spell->race)
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1451 race = NULL;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1453 race = god->slaying;
1454 else if (god && spell->race == shstr_GOD_FRIEND)
1455 race = god->race;
1456 else
1440 else race = spell->race; 1457 race = spell->race;
1458
1459 dynbuf buf;
1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1441 1461 {
1462 mapspace &ms = m->at (nx, ny);
1442 1463
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 */ 1464 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1465 if (!(ms.flags () & P_IS_ALIVE))
1466 continue;
1455 1467
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1468 // players can only affect spaces that they can actually see
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1469 if (caster
1470 && caster->contr
1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1472 continue;
1458 1473
1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1475 if (tmp->flag [FLAG_MONSTER])
1476 break;
1477
1459 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1479 if (!tmp)
1480 continue;
1461 1481
1462 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1483 head = tmp->head_ ();
1464 else head=tmp;
1465 1484
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1485 /* 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; 1486 if (race && head->race && !strstr (race, head->race))
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1487 continue;
1469 1488
1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1490 continue;
1491
1470 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1493 best_at = -1;
1472 if (spell->attacktype) { 1494 if (spell->attacktype)
1495 {
1473 for (at=0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1499 best_at = at;
1476 1500
1477 if (best_at == -1) at=0; 1501 if (best_at == -1)
1502 at = 0;
1478 else { 1503 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 { 1504 {
1499 if ( head->level > level ) continue; 1505 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; 1506 continue;
1507 else
1508 at = head->resist[best_at] / 5;
1503 } 1509 }
1504 1510
1511 at -= level / 5;
1512 if (did_make_save (head, head->level, at))
1513 continue;
1514 }
1515 else /* spell->attacktype */
1516 {
1517 /*
1518 Spell has no attacktype (charm & such), so we'll have a specific saving:
1519 * if spell level < monster level, no go
1520 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1521
1522 The chance will then be in the range [20-70] percent, not too bad.
1523
1524 This is required to fix the 'charm monster' abuse, where a player level 1 can
1525 charm a level 125 monster...
1526
1527 Ryo, august 14th
1528 */
1529 if (head->level > level)
1530 continue;
1531
1532 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1533 /* Failed, no effect */
1534 continue;
1535 }
1536
1505 /* Done with saving throw. Now start effecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1506 1539
1507 /* aggravation */ 1540 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1541 if (spell->flag [FLAG_MONSTER])
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1542 {
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1543 head->clr_flag (FLAG_SLEEP);
1511 remove_friendly_object(head); 1544 remove_friendly_object (head);
1545 done_one = 1;
1546 head->enemy = op;
1547 }
1512 1548
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */ 1549 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1551 {
1552 head->set_flag (FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1553 head->enemy = NULL;
1521 done_one = 1; 1554 done_one = 1;
1522 } 1555 }
1523 1556
1524 /* berserk monsters */ 1557 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1526 SET_FLAG(head, FLAG_BERSERK); 1559 {
1527 done_one = 1; 1560 head->set_flag (FLAG_BERSERK);
1528 } 1561 done_one = 1;
1562 }
1563
1529 /* charm */ 1564 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1531 SET_FLAG(head, FLAG_FRIENDLY); 1566 {
1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1570 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. */ 1571 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1536 set_owner(head, op); 1573 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1575 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1540 done_one = 1; 1577 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1578 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1579 head->stats.exp = 0;
1543 } 1580 }
1544 1581
1545 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1583 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1548 tmp->x = nx;
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 } 1585 }
1552 } /* for y */
1553 1586
1554 return 1; 1587 return 1;
1555} 1588}
1556
1557 1589
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1590/* 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 1591 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1593 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1563 */ 1595 */
1564 1596void
1565void move_ball_spell(object *op) { 1597move_ball_spell (object *op)
1598{
1566 int i,j,dam_save,dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1568 object *owner; 1601 object *owner;
1569 mapstruct *m; 1602 maptile *m;
1570 1603
1571 owner = get_owner(op); 1604 owner = op->owner;
1572 1605
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1606 /* 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 1607 * 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 1608 * 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 1609 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1610 * deviations.
1578 */ 1611 */
1579 1612
1580 dir = 0; 1613 dir = 0;
1581 if(!(rndm(0, 3))) 1614 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1615 j = rndm (0, 1);
1583 else j=0; 1616 else
1617 j = 0;
1584 1618
1585 for(i = 1; i < 9; i++) { 1619 for (i = 1; i < 9; i++)
1620 {
1586 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1588 */ 1623 */
1589
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1592 1626
1593 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1594 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1629 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)))) { 1630 {
1597 dir = tmpdir; 1631 dir = tmpdir;
1598 break; 1632 break;
1599 } 1633 }
1600 } 1634 }
1635
1601 if (dir == 0) { 1636 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1637 {
1638 nx = op->x;
1639 ny = op->y;
1640 m = op->map;
1641 }
1606 1642
1607 remove_ob(op); 1643 m->insert (op, nx, ny, op);
1608 op->y=ny; 1644
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 1645 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1646 surrounding squares */
1614 1647
1615 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1650 * the surround spaces.
1618 */ 1651 */
1619 for(j=0;j<9;j++) { 1652 for (j = 0; j < 9; j++)
1620 object *new_ob; 1653 {
1654 hx = nx + DIRX (j);
1655 hy = ny + DIRY (j);
1621 1656
1622 hx = nx+freearr_x[j];
1623 hy = ny+freearr_y[j];
1624
1625 m = op->map; 1657 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1659
1628 if (mflags & P_OUT_OF_MAP) continue; 1660 if (mflags & P_OUT_OF_MAP)
1661 continue;
1629 1662
1630 /* first, don't ever, ever hit the owner. Don't hit out 1663 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1664 * of the map either.
1632 */ 1665 */
1633 1666
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1667 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; 1668 {
1669 if (j)
1670 op->stats.dam = dam_save / 2;
1671
1636 hit_map(op,j,op->attacktype,1); 1672 hit_map (op, j, op->attacktype, 1);
1673 }
1637 1674
1638 }
1639
1640 /* insert the other arch */ 1675 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1676 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); 1677 m->insert (op->other_arch->instance (), 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 } 1678 }
1648 1679
1649 /* restore to the center location and damage*/ 1680 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1651 1682
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1683 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1653 1684
1654 if(i>=0) { /* we have a preferred direction! */ 1685 if (i >= 0)
1686 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1687 /* 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 || 1688 if (get_map_flags (op->map, &m, nx + DIRX (i), ny + DIRY (i), &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1689 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1691
1660 op->direction=i; 1692 op->direction = i;
1661 } 1693 }
1662} 1694}
1663 1695
1664
1665/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1666 * This is an implementation of the swarm spell. It was written for 1697 * 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 1698 * 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 1699 * 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 1700 * 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. 1701 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1702 */
1672 1703void
1673void move_swarm_spell(object *op) 1704move_swarm_spell (object *op)
1674{ 1705{
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 1706#if 0
1697 // this is bogus: it causes wrong places to be checked below 1707 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 1708 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 1709 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1710 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1711 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 1712#endif
1713 object *owner = op->env;
1744 1714
1715 if (!owner) // MUST not happen, remove when true TODO
1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1718 op->destroy ();
1719 return;
1720 }
1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1728 op->duration--;
1729
1730 int basedir = op->direction;
1731 if (!basedir)
1732 {
1733 /* spray in all directions! 8) */
1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1736 }
1737
1738#if 0
1739 // this is bogus: it causes wrong places to be checked below
1740 // (a wall 2 cells away will block the effect...) and
1741 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1742 // space.
1743 // should be fixed later, but correctness before features...
1744 // (schmorp)
1745
1746 /* new offset calculation to make swarm element distribution
1747 * more uniform
1748 */
1749 if (op->duration)
1750 {
1751 if (basedir & 1)
1752 {
1753 adjustdir = cardinal_adjust[rndm (0, 8)];
1754 }
1755 else
1756 {
1757 adjustdir = diagonal_adjust[rndm (0, 9)];
1758 }
1759 }
1760 else
1761 {
1762 adjustdir = 0; /* fire the last one from forward. */
1763 }
1764
1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1767
1768 /* back up one space so we can hit point-blank targets, but this
1769 * necessitates extra out_of_map check below
1770 */
1771 origin_x = target_x - DIRX (basedir);
1772 origin_y = target_y - DIRY (basedir);
1773
1774
1745 /* spell pointer is set up for the spell this casts. Since this 1775 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1777 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1778 * do some sanity checking anyways.
1749 */ 1779 */
1780
1781 if (op->spell && op->spell->type == SPELL &&
1782 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1783 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1784 {
1785
1786 /* Bullet spells have a bunch more customization that needs to be done */
1787 if (op->spell->subtype == SP_BULLET)
1788 fire_bullet (owner, op, basedir, op->spell);
1789 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1790 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1791 }
1792#endif
1793
1794 /* spell pointer is set up for the spell this casts. Since this
1795 * should just be a pointer to the spell in some inventory,
1796 * it is unlikely to disappear by the time we need it. However,
1797 * do some sanity checking anyways.
1798 */
1799
1751 if (op->spell && op->spell->type == SPELL) 1800 if (op->spell && op->spell->type == SPELL)
1752 { 1801 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1802 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1806 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1758 } 1807 }
1759} 1808}
1760
1761
1762
1763 1809
1764/* fire_swarm: 1810/* fire_swarm:
1765 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1766 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1767 * the parts of the swarm. 1813 * the parts of the swarm.
1768 * 1814 *
1769 * op: the owner 1815 * op: the owner
1770 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1771 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1819 * n: the number to be fired.
1774 */ 1820 */
1775 1821int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1823{
1778 object *tmp;
1779 int i;
1780
1781 if (!spell->other_arch) return 0; 1824 if (!spell->other_arch)
1825 return 0;
1782 1826
1783 tmp=get_archetype(SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1784 tmp->x=op->x; 1828
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); 1829 set_spell_skill (op, caster, spell, tmp);
1788
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1830 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1791
1792 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1793 1833
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1796 return 1; 1836 return 1;
1797 } 1837
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1841
1802 tmp->direction=dir;
1803 tmp->invisible=1; 1842 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1844 tmp->direction = dir;
1845 tmp->facing = rndm (1, 8); // initial firing direction
1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1847
1848 op->insert (tmp);
1849
1805 return 1; 1850 return 1;
1806} 1851}
1807
1808 1852
1809/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
1810 * function. 1854 * function.
1811 */ 1855 */
1856int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1857cast_light (object *op, object *caster, object *spell, int dir)
1858{
1813 object *target=NULL,*tmp=NULL; 1859 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1860 sint16 x, y;
1815 int dam, mflags; 1861 int dam, mflags;
1816 mapstruct *m; 1862 maptile *m;
1817 1863
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1865
1820 if(!dir) { 1866 if (dir)
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1822 return 0;
1823 } 1867 {
1824 1868 x = op->x + DIRX (dir);
1825 x=op->x+freearr_x[dir]; 1869 y = op->y + DIRY (dir);
1826 y=op->y+freearr_y[dir];
1827 m = op->map; 1870 m = op->map;
1828 1871
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1873
1831 if (mflags & P_OUT_OF_MAP) { 1874 if (mflags & P_OUT_OF_MAP)
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1875 {
1833 return 0; 1876 op->failmsg ("Nothing is there.");
1834 } 1877 return 0;
1878 }
1835 1879
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 1881 {
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1882 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1883 if (target->flag [FLAG_MONSTER])
1884 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1886 if (target->head)
1887 target = target->head;
1888
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1843 } 1891 }
1844 } 1892 }
1845 1893
1846 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1895 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1896 {
1849 return 0; 1897 op->failmsg ("Something is in the way.");
1898 return 0;
1899 }
1850 } 1900 }
1851 1901
1852 /* ok, looks groovy to just insert a new light on the map */ 1902 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1854 if(!tmp) { 1904 if (!tmp)
1905 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1907 return 0;
1857 } 1908 }
1909
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
1859 if (tmp->glow_radius) { 1912 if (tmp->glow_radius)
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1913 tmp->set_glow_radius (
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1914 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1862 } 1915 );
1863 tmp->x=x; 1916
1864 tmp->y=y; 1917 if (dir)
1865 insert_ob_in_map(tmp,m,op,0); 1918 m->insert (tmp, x, y, op);
1919 else
1920 caster->outer_env_or_self ()->insert (tmp);
1921
1866 return 1; 1922 return 1;
1867} 1923}
1868
1869
1870
1871 1924
1872/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1873 * player and infects someone. 1926 * player and infects someone.
1874 * op is the player/monster, caster is the object, dir is the direction 1927 * 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 1928 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1877 */ 1930 */
1878 1931int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
1933{
1880 sint16 x,y; 1934 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 1936 object *walk;
1883 mapstruct *m; 1937 maptile *m;
1884 1938
1885 x = op->x; 1939 x = op->x;
1886 y = op->y; 1940 y = op->y;
1887 1941
1888 /* If casting from a scroll, no direction will be available, so refer to the 1942 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 1943 * direction the player is pointing.
1890 */ 1944 */
1945 if (!dir)
1891 if (!dir) dir=op->facing; 1946 dir = op->facing;
1947
1948 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1949 return 0; /* won't find anything if casting on ourself, so just return */
1893 1950
1894 /* Calculate these once here */ 1951 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 1953 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
1898 1955
1899 /* search in a line for a victim */ 1956 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 1957 for (i = 1; i < range; i++)
1901 x = op->x + i * freearr_x[dir]; 1958 {
1902 y = op->y + i * freearr_y[dir]; 1959 x = op->x + i * DIRX (dir);
1960 y = op->y + i * DIRY (dir);
1903 m = op->map; 1961 m = op->map;
1904 1962
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1964
1907 if (mflags & P_OUT_OF_MAP) return 0; 1965 if (mflags & P_OUT_OF_MAP)
1966 return 0;
1908 1967
1909 /* don't go through walls - presume diseases are airborne */ 1968 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1969 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1970 return 0;
1911 1971
1912 /* Only bother looking on this space if there is something living here */ 1972 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 1973 if (mflags & P_IS_ALIVE)
1974 {
1914 /* search this square for a victim */ 1975 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1976 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 */ 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1917 object *disease = arch_to_object(spell->other_arch); 1978 { /* found a victim */
1979 object *disease = spell->other_arch->instance ();
1918 1980
1919 set_owner(disease,op); 1981 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 1984 disease->level = casting_level (caster, spell);
1923 1985
1924 /* do level adjustments */ 1986 /* do level adjustments */
1925 if(disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
1926 disease->stats.wc += dur_mod/2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
1927 1991
1928 if(disease->magic> 0) 1992 if (disease->last_sp)
1929 disease->magic += dur_mod/4; 1993 {
1994 disease->last_sp -= 2 * dam_mod;
1930 1995
1931 if(disease->stats.maxhp>0) 1996 if (disease->last_sp < 1)
1932 disease->stats.maxhp += dur_mod; 1997 disease->last_sp = 1;
1998 }
1933 1999
1934 if(disease->stats.maxgrace>0) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
1935 disease->stats.maxgrace += dur_mod; 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
1936 2006
1937 if(disease->stats.dam) {
1938 if(disease->stats.dam > 0)
1939 disease->stats.dam += dam_mod;
1940 else disease->stats.dam -= dam_mod;
1941 }
1942
1943 if(disease->last_sp) {
1944 disease->last_sp -= 2*dam_mod;
1945 if(disease->last_sp <1) disease->last_sp = 1;
1946 }
1947
1948 if(disease->stats.maxsp) {
1949 if(disease->stats.maxsp > 0)
1950 disease->stats.maxsp += dam_mod;
1951 else disease->stats.maxsp -= dam_mod;
1952 }
1953
1954 if(disease->stats.ac)
1955 disease->stats.ac += dam_mod;
1956
1957 if(disease->last_eat)
1958 disease->last_eat -= dam_mod;
1959
1960 if(disease->stats.hp)
1961 disease->stats.hp -= dam_mod;
1962
1963 if(disease->stats.sp)
1964 disease->stats.sp -= dam_mod;
1965
1966 if(infect_object(walk,disease,1)) { 2007 if (infect_object (walk, disease, 1))
1967 object *flash; /* visual effect for inflicting disease */ 2008 {
2009 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
1968 2010
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2011 disease->destroy (); /* don't need this one anymore */
2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2013 return 1;
2014 }
1970 2015
1971 free_object(disease); /* don't need this one anymore */ 2016 disease->destroy ();
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2017 }
1973 flash->x = x; 2018 } /* if living creature */
1974 flash->y = y; 2019 } /* for range of spaces */
1975 flash->map = walk->map; 2020
1976 insert_ob_in_map(flash,walk->map,op,0);
1977 return 1;
1978 }
1979 free_object(disease);
1980 }
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2021 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2022 return 1;
1985} 2023}

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