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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.5 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.74 by root, Sun Dec 28 07:48:44 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.5 2006/08/26 23:36:34 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
104/*************************************************************************** 103/***************************************************************************
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 134 return;
135 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 141
144 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
150 new_bolt->duration++; 148 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164 161void
165void move_bolt(object *op) { 162move_bolt (object *op)
166 object *tmp; 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 mapstruct *m; 166 maptile *m;
170 167
171 if(--(op->duration)<0) { 168 if (--op->duration < 0)
172 remove_ob(op);
173 free_object(op);
174 return;
175 } 169 {
170 op->drop_and_destroy ();
171 return;
172 }
173
176 hit_map(op,0,op->attacktype,1); 174 hit_map (op, 0, op->attacktype, 1);
177 175
178 if(!op->direction) 176 if (!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if(op->direction&1)
211 op->direction=absdir(op->direction+4);
212 else {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return; 177 return;
239 }
240 else { /* Create a copy of this object and put it ahead */
241 tmp=get_object();
242 copy_object(op,tmp);
243 tmp->speed_left= -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */
247 tmp->duration++;
248 178
249 /* New forking code. Possibly create forks of this object 179 if (--op->range < 0)
250 * going off in other directions.
251 */
252
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0; 180 op->range = 0;
260 } /* copy object and move it along */ 181 else
261 } /* if move bolt along */ 182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
189 return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
199 return;
200
201 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling
204 * on the diagonal, it is trickier - eg, a bolt travelling
205 * northwest bounces different if it hits a north/south
206 * wall (bounces to northeast) vs an east/west (bounces
207 * to the southwest.
208 */
209 if (op->direction & 1)
210 op->direction = absdir (op->direction + 4);
211 else
212 {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 if (left == right)
231 op->direction = absdir (op->direction + 4);
232 else if (left)
233 op->direction = absdir (op->direction + 2);
234 else if (right)
235 op->direction = absdir (op->direction - 2);
236 }
237
238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else
242 { /* Create a copy of this object and put it ahead */
243 object *tmp = op->clone ();
244
245 m->insert (tmp, x, y, op);
246 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
255
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0;
260 } /* copy object and move it along */
261 } /* if move bolt along */
262} 262}
263 263
264/* fire_bolt 264/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 268 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
270 * pointers. 270 * pointers.
271 */ 271 */
272 272int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
274 object *tmp=NULL; 275 object *tmp = NULL;
275 int mflags; 276 int mflags;
276 277
277 if (!spob->other_arch) 278 if (!spob->other_arch)
278 return 0; 279 return 0;
279 280
280 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 282 if (tmp == NULL)
282 return 0; 283 return 0;
283 284
284 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 288
289 if (spob->slaying)
290 tmp->slaying = spob->slaying;
291
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
292 296
293 tmp->direction=dir; 297 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
296 300
297 set_owner(tmp,op); 301 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
299 303
300 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 306 tmp->map = op->map;
303 307
308 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp);
307 return 0;
308 } 311 {
312 tmp->drop_and_destroy ();
313 return 0;
314 }
315
316 tmp->map = newmap;
317
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 321 {
322 tmp->drop_and_destroy ();
312 return 0; 323 return 0;
313 } 324 }
314 tmp->x=op->x; 325
315 tmp->y=op->y; 326 tmp->x = op->x;
327 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 329 tmp->map = op->map;
318 } 330 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 333 move_bolt (tmp);
334
321 return 1; 335 return 1;
322} 336}
323
324
325 337
326/*************************************************************************** 338/***************************************************************************
327 * 339 *
328 * BULLET/BALL CODE 340 * BULLET/BALL CODE
329 * 341 *
330 ***************************************************************************/ 342 ***************************************************************************/
331 343
332/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 346 * At least that is what I think this does.
335 */ 347 */
348void
336void explosion(object *op) { 349explosion (object *op)
337 object *tmp; 350{
338 mapstruct *m=op->map; 351 maptile *m = op->map;
339 int i; 352 int i;
340 353
341 if(--(op->duration)<0) { 354 if (--op->duration < 0)
342 remove_ob(op);
343 free_object(op);
344 return;
345 } 355 {
356 op->destroy ();
357 return;
358 }
359
346 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
347 361
348 if(op->range>0) { 362 if (op->range > 0)
349 for(i=1;i<9;i++) { 363 {
364 for (i = 1; i < 9; i++)
365 {
350 sint16 dx,dy; 366 sint16 dx, dy;
351 367
352 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
354 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 372 * out of map, etc.
356 */ 373 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 375 {
359 copy_object(op,tmp); 376 object *tmp = op->clone ();
360 tmp->state=0; 377
361 tmp->speed_left= -0.21; 378 tmp->state = 0;
362 tmp->range--; 379 tmp->speed_left = -0.21f;
363 tmp->value=0; 380 tmp->range--;
364 tmp->x=dx; 381 tmp->value = 0;
365 tmp->y=dy; 382
366 insert_ob_in_map(tmp,m,op,0); 383 m->insert (tmp, dx, dy, op);
384 }
385 }
367 } 386 }
368 }
369 }
370} 387}
371
372 388
373/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
375 * explode. 391 * explode.
376 */ 392 */
393void
377void explode_bullet(object *op) 394explode_bullet (object *op)
378{ 395{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 396 object *tmp, *owner;
381 397
382 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 401 op->destroy ();
385 free_object (op); 402 return;
386 return;
387 } 403 }
388 404
389 if (op->env) { 405 if (op->env)
390 object *env; 406 {
407 object *env = op->outer_env ();
391 408
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op); 412 op->destroy ();
396 free_object (op);
397 return; 413 return;
398 } 414 }
399 remove_ob (op); 415
400 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
401 op->y = env->y; 417 }
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) { 418 else if (out_of_map (op->map, op->x, op->y))
419 {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op); 421 op->destroy ();
406 free_object (op); 422 return;
407 return;
408 } 423 }
409 424
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 { 429 {
415 remove_ob (op); 430 op->destroy ();
416 free_object (op); 431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
417 return; 439 return;
418 } 440 }
419 441
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
428 444
429 copy_owner (tmp, op); 445 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 447
433 owner = get_owner(op); 448 owner = op->owner;
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
435 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
436 remove_ob (op);
437 free_object (op);
438 return;
439 } 454 {
440 tmp->x = op->x; 455 op->destroy ();
441 tmp->y = op->y; 456 return;
457 }
442 458
443 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
445 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 463 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 465 tmp->duration = op->duration;
449 } else { 466 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
451 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 477 * the count of the parent should work fine.
457 */ 478 */
458 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
459 } 480 }
460 481
461 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
464 485
465 /* Prevent recursion */ 486 /* Prevent recursion */
466 op->move_on = 0; 487 op->move_on = 0;
467 488
468 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
469 /* remove the firebullet */ 492 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 494}
475
476
477 495
478/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
480 */ 498 */
481 499void
482void check_bullet(object *op) 500check_bullet (object *op)
483{ 501{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 502 object *tmp;
486 int dam, mflags; 503 int dam, mflags;
487 mapstruct *m; 504 maptile *m;
488 sint16 sx, sy; 505 sint16 sx, sy;
489 506
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 508
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 510 return;
494 511
495 if (op->other_arch) { 512 if (op->other_arch)
513 {
496 /* explode object will also remove op */ 514 /* explode object will also remove op */
497 explode_bullet (op); 515 explode_bullet (op);
498 return; 516 return;
499 } 517 }
500 518
501 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
503 522
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
505 { 524 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 526 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
510 || (op->stats.dam -= dam) < 0) 529 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 { 531 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 533 {
514 free_object(op); 534 op->destroy ();
515 return; 535 return;
516 } 536 }
517 } 537 }
518 } 538 }
519 } 539 }
520} 540}
521
522 541
523/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 543 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
527 */ 546 */
528 547void
529void move_bullet(object *op) 548move_bullet (object *op)
530{ 549{
531 sint16 new_x, new_y; 550 sint16 new_x, new_y;
532 int mflags; 551 int mflags;
533 mapstruct *m; 552 maptile *m;
534 553
535#if 0 554#if 0
536 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
537 556
538 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 559 if (op->stats.sp == SP_METEOR)
560 {
541 replace_insert_ob_in_map("fire_trail",op); 561 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
543 return; 563 return;
544 } /* end addition. */ 564 } /* end addition. */
545#endif 565#endif
546 566
547 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 568 if (--op->range <= 0)
569 {
549 if (op->other_arch) { 570 if (op->other_arch)
550 explode_bullet (op); 571 explode_bullet (op);
551 } else { 572 else
552 remove_ob (op); 573 op->destroy ();
553 free_object (op); 574
554 }
555 return; 575 return;
556 } 576 }
557 577
558 new_x = op->x + DIRX(op); 578 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 579 new_y = op->y + DIRY (op);
560 m = op->map; 580 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 582
563 if (mflags & P_OUT_OF_MAP) { 583 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 584 {
565 free_object (op); 585 op->destroy ();
566 return; 586 return;
567 } 587 }
568 588
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
590 {
570 if (op->other_arch) { 591 if (op->other_arch)
571 explode_bullet (op); 592 explode_bullet (op);
572 } else { 593 else
573 remove_ob (op); 594 op->destroy ();
574 free_object (op); 595
575 }
576 return; 596 return;
577 } 597 }
578 598
579 remove_ob (op); 599 if (!(op = m->insert (op, new_x, new_y, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 600 return;
584 601
585 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
586 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 605 update_turn_face (op);
588 } else { 606 }
607 else
589 check_bullet (op); 608 check_bullet (op);
590 }
591} 609}
592
593
594
595 610
596/* fire_bullet 611/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 615 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
602 * pointers. 617 * pointers.
603 */ 618 */
604 619int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
606 object *tmp=NULL; 622 object *tmp = NULL;
607 int mflags; 623 int mflags;
608 624
609 if (!spob->other_arch) 625 if (!spob->other_arch)
610 return 0; 626 return 0;
611 627
612 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
613 if(tmp==NULL) 629 if (!tmp)
614 return 0; 630 return 0;
615 631
616 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 635 if (spob->slaying)
636 tmp->slaying = spob->slaying;
620 637
621 tmp->range = 50; 638 tmp->range = 50;
622 639
623 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 644
628 tmp->direction=dir; 645 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
631 648
632 set_owner(tmp,op); 649 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
634 651
635 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 654 tmp->map = op->map;
638 655
656 maptile *newmap;
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp);
642 return 0;
643 } 659 {
660 tmp->destroy ();
661 return 0;
662 }
663
664 tmp->map = newmap;
665
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
667 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 669 {
670 tmp->destroy ();
647 return 0; 671 return 0;
648 } 672 }
649 tmp->x=op->x; 673
650 tmp->y=op->y; 674 tmp->x = op->x;
675 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 676 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 677 tmp->map = op->map;
653 } 678 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 679
680 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 681 check_bullet (tmp);
656 } 682
657 return 1; 683 return 1;
658} 684}
659
660
661
662 685
663/***************************************************************************** 686/*****************************************************************************
664 * 687 *
665 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
666 * 689 *
667 *****************************************************************************/ 690 *****************************************************************************/
668 691
669
670/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
693void
671void cone_drop(object *op) { 694cone_drop (object *op)
695{
672 object *new_ob = arch_to_object(op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
673 697
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 698 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 699 new_ob->set_owner (op->owner);
678 700
679 /* preserve skill ownership */ 701 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 702 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill); 703 new_ob->skill = op->skill;
682 new_ob->skill = add_refcount(op->skill); 704
683 } 705 new_ob->insert_at (op, op);
684 insert_ob_in_map(new_ob,op->map,op,0);
685
686} 706}
687 707
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 709
710void
690void move_cone(object *op) { 711move_cone (object *op)
691 int i; 712{
692 tag_t tag;
693
694 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 714 if (!op->map)
696 LOG(llevError,"Tried to move_cone object %s without a map.\n",
697 op->name ? op->name : "unknown");
698 op->speed = 0;
699 update_ob_speed (op);
700 return;
701 } 715 {
716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
717 op->set_speed (0);
718 return;
719 }
702 720
703 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
723 {
705 hit_map(op,0,op->attacktype,0); 724 hit_map (op, 0, op->attacktype, 0);
706 return; 725 return;
707 } 726 }
708 727
709#if 0 728#if 0
710 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 730 * when their cone dies when they die.
712 */ 731 */
713 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 733 if (op->owner == NULL)
715 remove_ob(op); 734 {
716 free_object(op); 735 op->destroy ();
717 return; 736 return;
718 } 737 }
719#endif 738#endif
720 739
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 740 hit_map (op, 0, op->attacktype, 0);
723 741
742 if (!op->is_on_map ())
743 return;
744
724 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
726 * degree. 747 * degree.
727 */ 748 */
749 if (op->weight)
750 {
728 if(op->weight) check_spell_knockback(op); 751 check_spell_knockback (op);
729 752
730 if (was_destroyed (op, tag)) 753 if (!op->is_on_map ())
731 return; 754 return;
755 }
732 756
733 if((op->duration--)<0) { 757 if (op->duration-- < 0)
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 758 {
759 op->destroy ();
760 return;
761 }
738 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 763 * any further. When the duration above expires,
740 * then the object will get removed. 764 * then the object will get removed.
741 */ 765 */
742 if (--op->range < 0) { 766 if (--op->range < 0)
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 } 767 {
768 op->range = 0; /* just so it doesn't wrap */
769 return;
770 }
746 771
747 for(i= -1;i<2;i++) { 772 for (int i = -1; i <= 1; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 773 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
750 775
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 777 {
753 copy_object(op, tmp); 778 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 779
757 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
758 781
759 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 784
762 if (tmp->other_arch) cone_drop(tmp); 785 op->map->insert (tmp, x, y, op);
763 } 786
787 if (tmp->other_arch)
788 cone_drop (tmp);
789 }
764 } 790 }
765} 791}
766 792
767/* cast_cone: casts a cone spell. 793/* cast_cone: casts a cone spell.
768 * op: person firing the object. 794 * op: person firing the object.
770 * dir: direction to fire in. 796 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 797 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 798 * to fire.
773 * returns 0 on failure, 1 on success. 799 * returns 0 on failure, 1 on success.
774 */ 800 */
801int
775int cast_cone(object *op, object *caster,int dir, object *spell) 802cast_cone (object *op, object *caster, int dir, object *spell)
776{ 803{
777 object *tmp; 804 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 805 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 806 maptile *m;
780 sint16 sx, sy; 807 sint16 sx, sy;
781 MoveType movetype; 808 MoveType movetype;
782 809
783 if (!spell->other_arch) return 0; 810 if (!spell->other_arch)
784
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
786 op->attacktype & AT_TURN_UNDEAD) {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!");
789 return 0; 811 return 0;
812
813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
790 } 814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
816 return 0;
817 }
791 818
792 if(!dir) { 819 if (!dir)
793 range_min= 0;
794 range_max=8;
795 } 820 {
821 range_min = 0;
822 range_max = 8;
823 }
796 824
797 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 827 * insert it into is blocked.
800 */ 828 */
801 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
802 830
803 for(i=range_min;i<=range_max;i++) { 831 for (i = range_min; i <= range_max; i++)
832 {
804 sint16 x,y, d; 833 sint16 x, y, d;
805 834
806 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 838 * to hit that person.
810 */ 839 */
811 d = dir + i; 840 d = dir + i;
812 while (d < 0) d+=8; 841 while (d < 0)
813 while (d > 8) d-=8; 842 d += 8;
843 while (d > 8)
844 d -= 8;
814 845
815 /* If it's not a rune, we don't want to blast the caster. 846 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified, 847 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 848 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 849 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 850 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 851 * for the rune code.
821 */ 852 */
822 if (caster->type != RUNE && d==0) { 853 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8; 854 {
824 else continue; 855 if (dir != 0)
825 } 856 d = 8;
857 else
858 continue;
859 }
826 860
827 x = op->x+freearr_x[d]; 861 x = op->x + freearr_x[d];
828 y = op->y+freearr_y[d]; 862 y = op->y + freearr_y[d];
829 863
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 864 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 865 continue;
832 866
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 868 continue;
835 869
836 success=1; 870 success = 1;
837 tmp=arch_to_object(spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 872 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 875 tmp->attacktype = spell->attacktype;
844 876
845 /* holy word stuff */ 877 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 879 if (!tailor_god_spell (tmp, op))
848 } 880 return 0;
849 881
850 if(dir) 882 if (dir)
851 tmp->stats.sp=dir; 883 tmp->stats.sp = dir;
852 else 884 else
853 tmp->stats.sp=i; 885 tmp->stats.sp = i;
854 886
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 887 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 888
857 /* If casting it in all directions, it doesn't go as far */ 889 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 890 if (dir == 0)
891 {
859 tmp->range /= 4; 892 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 893 if (tmp->range < 2 && spell->range >= 2)
861 } 894 tmp->range = 2;
895 }
896
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 897 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 898 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 899
865 /* Special bonus for fear attacks */ 900 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 901 if (tmp->attacktype & AT_FEAR)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 902 {
868 else 903 if (caster->type == PLAYER)
904 tmp->duration += fear_bonus[caster->stats.Cha];
905 else
869 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
870 } 907 }
908
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 909 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 910 {
873 else 911 if (caster->type == PLAYER)
912 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
913 else
874 tmp->duration += caster->level/3; 914 tmp->duration += caster->level / 3;
875 } 915 }
876 916
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
880 spell->other_arch->name);
881 919
882 if (!tmp->move_on && tmp->stats.dam) { 920 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 922
923 m->insert (tmp, sx, sy, op);
924
889 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 926 * a single space too many times.
891 */ 927 */
892 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
893 929
894 if(tmp->other_arch) cone_drop(tmp); 930 if (tmp->other_arch)
931 cone_drop (tmp);
895 } 932 }
933
896 return success; 934 return success;
897} 935}
898 936
899/**************************************************************************** 937/****************************************************************************
900 * 938 *
901 * BOMB related code 939 * BOMB related code
902 * 940 *
903 ****************************************************************************/ 941 ****************************************************************************/
904 942
905
906/* This handles an exploding bomb. 943/* This handles an exploding bomb.
907 * op is the original bomb object. 944 * op is the original bomb object.
908 */ 945 */
946void
909void animate_bomb(object *op) { 947animate_bomb (object *op)
910 int i; 948{
911 object *env, *tmp;
912 archetype *at;
913
914 if(op->state!=NUM_ANIMATIONS(op)-1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
915 return; 950 return;
916 951
952 object *env = op->outer_env ();
917 953
918 env = object_get_env_recursive(op);
919
920 if (op->env) { 954 if (op->env)
955 {
921 if (env->map == NULL) 956 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 957 return;
958
959 if (!(op = op->insert_at (env, op)))
960 return;
942 } 961 }
943 962
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
967 {
968 op->destroy ();
969 return;
970 }
971
944 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 974 * so just set up the appropriate values.
947 */ 975 */
948 at = find_archetype(SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 977 {
950 for(i=1;i<9;i++) { 978 for (int i = 1; i < 9; i++)
979 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 981 continue;
953 tmp = arch_to_object(at); 982
983 object *tmp = arch_to_object (at);
954 tmp->direction = i; 984 tmp->direction = i;
955 tmp->range = op->range; 985 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 987 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 989 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 990 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 991 tmp->skill = op->skill;
962 tmp->skill = add_refcount(op->skill); 992
993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
994 SET_ANIMATION (tmp, i);
995
996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
997 move_bullet (tmp);
998 }
963 } 999 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i);
966 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp);
970 }
971 }
972 1000
973 explode_bullet(op); 1001 explode_bullet (op);
974} 1002}
975 1003
1004int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1005create_bomb (object *op, object *caster, int dir, object *spell)
977 1006{
978 object *tmp; 1007 object *tmp;
979 int mflags; 1008 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1010 maptile *m;
982 1011
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
984 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1021 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1023 return 0;
1024 }
987 } 1025 }
1026
988 tmp=arch_to_object(spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
989 1028
990 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1033 tmp->attacktype = spell->attacktype;
995 1034
996 set_owner(tmp,op); 1035 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1036 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1037
999 tmp->y=dy; 1038 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1039 return 1;
1002} 1040}
1003 1041
1004/**************************************************************************** 1042/****************************************************************************
1005 * 1043 *
1006 * smite related spell code. 1044 * smite related spell code.
1014 * dir is the direction to look in. 1052 * dir is the direction to look in.
1015 * range is how far out to look. 1053 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1018 */ 1056 */
1019 1057object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1058get_pointed_target (object *op, int dir, int range, int type)
1059{
1021 object *target; 1060 object *target;
1022 sint16 x,y; 1061 sint16 x, y;
1023 int dist, mflags; 1062 int dist, mflags;
1024 mapstruct *mp; 1063 maptile *mp;
1025 1064
1026 if (dir==0) return NULL; 1065 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1066 return NULL;
1048}
1049 1067
1068 for (dist = 1; dist < range; dist++)
1069 {
1070 x = op->x + freearr_x[dir] * dist;
1071 y = op->y + freearr_y[dir] * dist;
1072 mp = op->map;
1073 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1074
1075 if (mflags & P_OUT_OF_MAP)
1076 return NULL;
1077 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1078 return NULL;
1079 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1080 return NULL;
1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1082 return NULL;
1083
1084 if (mflags & P_IS_ALIVE)
1085 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1087 return target;
1088 }
1089
1090 return NULL;
1091}
1050 1092
1051/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1053 * usual params - 1095 * usual params -
1054 * op = player 1096 * op = player
1055 * caster = object casting the spell. 1097 * caster = object casting the spell.
1056 * dir = direction being cast 1098 * dir = direction being cast
1057 * spell = spell object 1099 * spell = spell object
1058 */ 1100 */
1059 1101int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1103{
1061 object *effect, *target; 1104 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1105 object *god = find_god (determine_god (op));
1063 int range; 1106 int range;
1064 1107
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1108 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1109 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1110
1068 /* Bunch of conditions for casting this spell. Note that only 1111 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1112 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1113 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very 1114 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1115 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1116 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1117 * can't be friendly to your god.
1075 */ 1118 */
1076 1119
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1121 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1122 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1123 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1125 return 0;
1083 } 1126 }
1084 1127
1085 if (spell->other_arch) 1128 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1087 else 1130 else
1088 return 0; 1131 return 0;
1089 1132
1090 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 {
1094 if(tailor_god_spell(effect,op)) 1138 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1140 else
1141 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1143 return 0;
1100 } 1144 }
1101 } 1145 }
1102 1146
1103 /* size of the area of destruction */ 1147 /* size of the area of destruction */
1104 effect->range=spell->range + 1148 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1149 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1150
1109 if (effect->attacktype & AT_DEATH) { 1151 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1152 {
1111 SP_level_dam_adjust(caster,spell); 1153 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1154
1113 /* casting death spells at undead isn't a good thing */ 1155 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1156 if (QUERY_FLAG (target, FLAG_UNDEAD))
1157 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1158 if (random_roll (0, 2, op, PREFER_LOW))
1159 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1160 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1161 effect->x = op->x;
1118 effect->y=op->y; 1162 effect->y = op->y;
1119 } else { 1163 }
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1164 else
1121 query_name(target)); 1165 {
1166 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1122 target->stats.hp = target->stats.maxhp*2; 1167 target->stats.hp = target->stats.maxhp * 2;
1123 free_object(effect); 1168 effect->destroy ();
1124 return 0; 1169 return 0;
1170 }
1171 }
1125 } 1172 }
1126 } 1173 else
1127 } else { 1174 {
1128 /* how much woe to inflict :) */ 1175 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1176 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1177 }
1132 1178
1133 set_owner(effect,op); 1179 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1180 set_spell_skill (op, caster, spell, effect);
1135 1181
1136 /* ok, tell it where to be, and insert! */ 1182 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1183 effect->insert_at (target, op);
1138 effect->y=target->y; 1184
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1185 return 1;
1142} 1186}
1143
1144 1187
1145/**************************************************************************** 1188/****************************************************************************
1146 * 1189 *
1147 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1148 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1192 * code here is just to move the missile.
1150 ****************************************************************************/ 1193 ****************************************************************************/
1151 1194
1152/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1196void
1153void move_missile(object *op) { 1197move_missile (object *op)
1154 int i, mflags; 1198{
1155 object *owner;
1156 sint16 new_x, new_y;
1157 mapstruct *m;
1158
1159 if (op->range-- <=0) { 1199 if (op->range-- <= 0)
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 } 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1164 1204
1165 owner = get_owner(op); 1205 mapxy pos (op);
1166#if 0 1206 pos.move (op->direction);
1167 /* It'd make things nastier if this wasn't here - spells cast by 1207
1168 * monster that are then killed would continue to survive 1208 if (!pos.normalise ())
1169 */
1170 if (owner == NULL) {
1171 remove_ob(op);
1172 free_object(op);
1173 return;
1174 } 1209 {
1175#endif 1210 op->destroy ();
1211 return;
1212 }
1176 1213
1177 new_x = op->x + DIRX(op); 1214 mapspace &ms = pos.ms ();
1178 new_y = op->y + DIRY(op);
1179 1215
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1181 1217 {
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1184 tag_t tag = op->count;
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1188 */ 1221 */
1189 if ( ! was_destroyed (op, tag)) { 1222 op->destroy ();
1190 remove_ob (op); 1223 return;
1191 free_object(op); 1224 }
1192 } 1225
1193 return; 1226 if (!op->direction)
1194 } 1227 {
1195 1228 op->destroy ();
1196 remove_ob(op); 1229 return;
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1198 free_object(op);
1199 return;
1200 } 1230 }
1201 op->x = new_x; 1231
1202 op->y = new_y; 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1203 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1205 if(i > 0 && i != op->direction){ 1233 if (i > 0 && i != op->direction)
1234 {
1206 op->direction=i; 1235 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1208 } 1237 }
1209 insert_ob_in_map(op,op->map,op,0); 1238
1239 pos.insert (op, op);
1210} 1240}
1211 1241
1212/**************************************************************************** 1242/****************************************************************************
1213 * Destruction 1243 * Destruction
1214 ****************************************************************************/ 1244 ****************************************************************************/
1245
1215/* make_object_glow() - currently only makes living objects glow. 1246/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1247 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1220 */ 1251 */
1221 1252int
1222int make_object_glow(object *op, int radius, int time) { 1253make_object_glow (object *op, int radius, int time)
1223 object *tmp; 1254{
1224
1225 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1257 return 0;
1228 1258
1229 tmp=get_archetype(FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1261 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1236
1237 tmp->x=op->x;
1238 tmp->y=op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1241 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1243 1268
1244 if(!tmp->env||op!=tmp->env) {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1246 op->name);
1247 return 0;
1248 }
1249 return 1; 1269 return 1;
1250} 1270}
1251 1271
1252 1272int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1273cast_destruction (object *op, object *caster, object *spell_ob)
1256 int i,j, range, mflags, friendly=0, dam, dur; 1274{
1257 sint16 sx,sy;
1258 mapstruct *m;
1259 object *tmp;
1260 const char *skill;
1261
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1266 1278
1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1280
1267 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route.
1272 */ 1283 */
1273 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1286 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1288 else if (caster->skill)
1289 op->skill = caster->skill;
1290 else
1276 else op->skill = NULL; 1291 op->skill = 0;
1277 1292
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1279 1294
1280 for(i= -range; i<range; i++) { 1295 unordered_mapwalk (op, -range, -range, range, range)
1281 for(j=-range; j<range ; j++) { 1296 {
1282 m = op->map; 1297 mapspace &ms = m->at (nx, ny);
1283 sx = op->x + i; 1298
1284 sy = op->y + j;
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue;
1287 if (mflags & P_IS_ALIVE) { 1299 if (ms.flags () & P_IS_ALIVE)
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1290 } 1302 {
1291 if (tmp) { 1303 tmp = tmp->head_ ();
1292 if (tmp->head) tmp=tmp->head;
1293 1304
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1307 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1309 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1311
1299 tmp = arch_to_object(spell_ob->other_arch); 1312 if (spell_ob->other_arch)
1300 tmp->x = sx; 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1301 tmp->y = sy; 1314 }
1302 insert_ob_in_map(tmp, m, op, 0); 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1303 } 1316 {
1304 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1306 tmp->resist[ATNR_MAGIC]!=100) {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1309 effect->x = sx; 1319 }
1310 effect->y = sy; 1320 }
1311 insert_ob_in_map(effect, m, op, 0); 1321 }
1312 }
1313 }
1314 }
1315 }
1316 } 1322 }
1317 } 1323
1318 }
1319 op->skill = skill; 1324 op->skill = skill;
1320 return 1; 1325 return 1;
1321} 1326}
1322 1327
1323/*************************************************************************** 1328/***************************************************************************
1324 * 1329 *
1325 * CURSE 1330 * CURSE
1326 * 1331 *
1327 ***************************************************************************/ 1332 ***************************************************************************/
1328 1333
1334int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1335cast_curse (object *op, object *caster, object *spell_ob, int dir)
1336{
1330 object *god = find_god(determine_god(op)); 1337 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1338 object *tmp, *force;
1332 1339
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1340 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1341 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 } 1342 {
1343 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1344 return 0;
1345 }
1340 1346
1347 tmp = tmp->head_ ();
1348
1341 /* If we've already got a force of this type, don't add a new one. */ 1349 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1350 for (force = tmp->inv; force; force = force->below)
1351 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1352 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1353 {
1344 if (force->name == spell_ob->name) { 1354 if (force->name == spell_ob->name)
1345 break; 1355 {
1346 } 1356 break;
1357 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1358 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1359 {
1349 "You can not cast %s while %s is in effect", 1360 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1350 spell_ob->name, force->name_pl); 1361 return 0;
1351 return 0; 1362 }
1363 }
1352 } 1364 }
1353 } 1365
1366 if (!force)
1354 } 1367 {
1355
1356 if(force==NULL) {
1357 force=get_archetype(FORCE_NAME); 1368 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1369 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name); 1370
1360 if (spell_ob->race) 1371 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1372 force->name = spell_ob->race;
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else { 1373 else
1374 force->name = spell_ob->name;
1375
1376 force->name_pl = spell_ob->name;
1377
1378 }
1379 else
1380 {
1368 int duration; 1381 int duration;
1369 1382
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1383 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1384 if (duration > force->duration)
1385 {
1372 force->duration = duration; 1386 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1374 } else { 1388 }
1389 else
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1391
1377 return 1; 1392 return 1;
1378 } 1393 }
1394
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1395 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1396 force->speed = 1.f;
1381 force->speed_left = -1.0; 1397 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1398 SET_FLAG (force, FLAG_APPLIED);
1383 1399
1384 if(god) { 1400 if (god)
1401 {
1385 if (spell_ob->last_grace) 1402 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1403 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1404 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1405 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1406 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1390 "You are a victim of %s's curse!",god->name); 1407 }
1391 } else 1408 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1409 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1410
1394 1411
1395 if(tmp!=op && op->type==PLAYER) 1412 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1413 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1414
1398 force->stats.ac = spell_ob->stats.ac; 1415 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1416 force->stats.wc = spell_ob->stats.wc;
1400 1417
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1418 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1419 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1420 tmp->update_stats ();
1404 return 1; 1421 return 1;
1405 1422
1406} 1423}
1407
1408 1424
1409/********************************************************************** 1425/**********************************************************************
1410 * mood change 1426 * mood change
1411 * Arguably, this may or may not be an attack spell. But since it 1427 * Arguably, this may or may not be an attack spell. But since it
1412 * effects monsters, it seems best to put it into this file 1428 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1429 ***********************************************************************/
1414 1430
1415/* This covers the various spells that change the moods of monsters - 1431/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1432 * makes them angry, peacful, friendly, etc.
1417 */ 1433 */
1434int
1418int mood_change(object *op, object *caster, object *spell) { 1435mood_change (object *op, object *caster, object *spell)
1436{
1419 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1439 sint16 x, y, nx, ny;
1422 mapstruct *m; 1440 maptile *m;
1423 const char *race; 1441 const char *race;
1424 1442
1425 /* We precompute some values here so that we don't have to keep 1443 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1444 * doing it over and over again.
1427 */ 1445 */
1428 god=find_god(determine_god(op)); 1446 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1447 level = casting_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1448 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1449
1432 /* On the bright side, no monster should ever have a race of GOD_... 1450 /* On the bright side, no monster should ever have a race of GOD_...
1433 * so even if the player doesn't worship a god, if race=GOD_.., it 1451 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1452 * won't ever match anything.
1435 */ 1453 */
1436 if (!spell->race) race=NULL; 1454 if (!spell->race)
1455 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1456 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1457 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1458 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1459 race = god->race;
1460 else
1439 else race = spell->race; 1461 race = spell->race;
1440
1441 1462
1442 for (x = op->x - range; x <= op->x + range; x++) 1463 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1464 for (y = op->y - range; y <= op->y + range; y++)
1444 1465 {
1445 done_one=0; 1466 done_one = 0;
1446 m = op->map; 1467 m = op->map;
1447 nx = x; 1468 nx = x;
1448 ny = y; 1469 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1470 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1471 if (mflags & P_OUT_OF_MAP)
1472 continue;
1451 1473
1452 /* If there is nothing living on this space, no need to go further */ 1474 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1475 if (!(mflags & P_IS_ALIVE))
1476 continue;
1454 1477
1478 // players can only affect spaces that they can actually see
1479 if (caster
1480 && caster->contr
1481 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1482 continue;
1483
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1484 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1485 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1486 break;
1457 1487
1458 /* There can be living objects that are not monsters */ 1488 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1489 if (!tmp || tmp->type == PLAYER)
1490 continue;
1460 1491
1461 /* Only the head has meaningful data, so resolve to that */ 1492 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1493 if (tmp->head)
1463 else head=tmp; 1494 head = tmp->head;
1495 else
1496 head = tmp;
1464 1497
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1498 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1499 if (race && head->race && !strstr (race, head->race))
1500 continue;
1501
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1502 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1503 continue;
1468 1504
1469 /* Now do a bunch of stuff related to saving throws */ 1505 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1506 best_at = -1;
1471 if (spell->attacktype) { 1507 if (spell->attacktype)
1508 {
1472 for (at=0; at < NROFATTACKS; at++) 1509 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1510 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1511 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1512 best_at = at;
1475 1513
1476 if (best_at == -1) at=0; 1514 if (best_at == -1)
1515 at = 0;
1477 else { 1516 else
1517 {
1478 if (head->resist[best_at] == 100) continue; 1518 if (head->resist[best_at] == 100)
1479 else at = head->resist[best_at] / 5; 1519 continue;
1480 } 1520 else
1521 at = head->resist[best_at] / 5;
1522 }
1481 at -= level / 5; 1523 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1524 if (did_make_save (head, head->level, at))
1483 } 1525 continue;
1526 }
1484 else /* spell->attacktype */ 1527 else /* spell->attacktype */
1528 {
1485 /* 1529 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1530 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1531 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1532 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1533
1490 The chance will then be in the range [20-70] percent, not too bad. 1534 The chance will then be in the range [20-70] percent, not too bad.
1491 1535
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1536 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1537 charm a level 125 monster...
1494 1538
1495 Ryo, august 14th 1539 Ryo, august 14th
1496 */ 1540 */
1497 {
1498 if ( head->level > level ) continue; 1541 if (head->level > level)
1542 continue;
1543
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1544 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1545 /* Failed, no effect */
1501 continue; 1546 continue;
1502 } 1547 }
1503 1548
1504 /* Done with saving throw. Now start effecting the monster */ 1549 /* Done with saving throw. Now start affecting the monster */
1505 1550
1506 /* aggravation */ 1551 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1552 if (QUERY_FLAG (spell, FLAG_MONSTER))
1553 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1554 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1555 remove_friendly_object (head);
1556 done_one = 1;
1557 head->enemy = op;
1558 }
1511 1559
1512 done_one = 1;
1513 head->enemy = op;
1514 }
1515
1516 /* calm monsters */ 1560 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1561 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1562 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1563 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1564 head->enemy = NULL;
1520 done_one = 1; 1565 done_one = 1;
1521 } 1566 }
1522 1567
1523 /* berserk monsters */ 1568 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1569 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1570 {
1525 SET_FLAG(head, FLAG_BERSERK); 1571 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1572 done_one = 1;
1527 } 1573 }
1574
1528 /* charm */ 1575 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1576 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1530 SET_FLAG(head, FLAG_FRIENDLY); 1577 {
1578 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1579
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1580 /* Prevent uncontrolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1581 Typical use case is charm, go somwhere, use aggravation to make hostile.
1533 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1582 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1583 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1584 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1585 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1586 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1587 head->attack_movement = PETMOVE;
1539 done_one = 1; 1588 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1589 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1590 head->stats.exp = 0;
1542 } 1591 }
1543 1592
1544 /* If a monster was effected, put an effect in */ 1593 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1594 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1595 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1596 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1597
1553 return 1; 1598 return 1;
1554} 1599}
1555
1556 1600
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1601/* Move_ball_spell: This handles ball type spells that just sort of wander
1558 * about. was called move_ball_lightning, but since more than the ball 1602 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1603 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1604 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1605 * note that duration is handled by process_object() in time.c
1562 */ 1606 */
1563 1607void
1564void move_ball_spell(object *op) { 1608move_ball_spell (object *op)
1609{
1565 int i,j,dam_save,dir, mflags; 1610 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1611 sint16 nx, ny, hx, hy;
1567 object *owner; 1612 object *owner;
1568 mapstruct *m; 1613 maptile *m;
1569 1614
1570 owner = get_owner(op); 1615 owner = op->owner;
1571 1616
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1617 /* the following logic makes sure that the ball doesn't move into a wall,
1573 * and makes sure that it will move along a wall to try and get at it's 1618 * and makes sure that it will move along a wall to try and get at it's
1574 * victim. The block immediately below more or less chooses a random 1619 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1620 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1621 * deviations.
1577 */ 1622 */
1578 1623
1579 dir = 0; 1624 dir = 0;
1580 if(!(rndm(0, 3))) 1625 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1626 j = rndm (0, 1);
1582 else j=0; 1627 else
1628 j = 0;
1583 1629
1584 for(i = 1; i < 9; i++) { 1630 for (i = 1; i < 9; i++)
1631 {
1585 /* i bit 0: alters sign of offset 1632 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1633 * other bits (i / 2): absolute value of offset
1587 */ 1634 */
1588
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1635 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1636 int tmpdir = absdir (op->direction + offset);
1591 1637
1592 nx = op->x + freearr_x[tmpdir]; 1638 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1639 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1640 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1641 {
1596 dir = tmpdir; 1642 dir = tmpdir;
1597 break; 1643 break;
1598 } 1644 }
1599 } 1645 }
1646
1600 if (dir == 0) { 1647 if (dir == 0)
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 } 1648 {
1649 nx = op->x;
1650 ny = op->y;
1651 m = op->map;
1652 }
1605 1653
1606 remove_ob(op); 1654 m->insert (op, nx, ny, op);
1607 op->y=ny; 1655
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1656 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1657 surrounding squares */
1613 1658
1614 /* loop over current square and neighbors to hit. 1659 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1660 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1661 * the surround spaces.
1617 */ 1662 */
1618 for(j=0;j<9;j++) { 1663 for (j = 0; j < 9; j++)
1619 object *new_ob; 1664 {
1620
1621 hx = nx+freearr_x[j]; 1665 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1666 hy = ny + freearr_y[j];
1623 1667
1624 m = op->map; 1668 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1669 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1670
1627 if (mflags & P_OUT_OF_MAP) continue; 1671 if (mflags & P_OUT_OF_MAP)
1672 continue;
1628 1673
1629 /* first, don't ever, ever hit the owner. Don't hit out 1674 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1675 * of the map either.
1631 */ 1676 */
1632 1677
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1678 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1634 if(j) op->stats.dam = dam_save/2; 1679 {
1680 if (j)
1681 op->stats.dam = dam_save / 2;
1682
1635 hit_map(op,j,op->attacktype,1); 1683 hit_map (op, j, op->attacktype, 1);
1684 }
1636 1685
1637 }
1638
1639 /* insert the other arch */ 1686 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1687 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1641 new_ob = arch_to_object(op->other_arch); 1688 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1689 }
1647 1690
1648 /* restore to the center location and damage*/ 1691 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1692 op->stats.dam = dam_save;
1650 1693
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1694 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1695
1653 if(i>=0) { /* we have a preferred direction! */ 1696 if (i >= 0)
1697 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1698 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1699 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1656 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1700 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1701 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1702
1659 op->direction=i; 1703 op->direction = i;
1660 } 1704 }
1661} 1705}
1662 1706
1663
1664/* move_swarm_spell: peterm 1707/* move_swarm_spell: peterm
1665 * This is an implementation of the swarm spell. It was written for 1708 * This is an implementation of the swarm spell. It was written for
1666 * meteor swarm, but it could be used for any swarm. A swarm spell 1709 * meteor swarm, but it could be used for any swarm. A swarm spell
1667 * is a special type of object that casts swarms of other types 1710 * is a special type of object that casts swarms of other types
1668 * of spells. Which spell it casts is flexible. It fires the spells 1711 * of spells. Which spell it casts is flexible. It fires the spells
1669 * from a set of squares surrounding the caster, in a given direction. 1712 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1713 */
1671 1714void
1672void move_swarm_spell(object *op) 1715move_swarm_spell (object *op)
1673{ 1716{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1717#if 0
1696 // this is bogus: it causes wrong places to be checked below 1718 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1697 // (a wall 2 cells away will block the effect...) and 1719 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1720 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1721 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1722 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1723#endif
1724 object *owner = op->env;
1743 1725
1726 if (!owner) // MUST not happen, remove when true TODO
1727 {
1728 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1729 op->destroy ();
1730 return;
1731 }
1732
1733 if (!op->duration || !owner->is_on_map ())
1734 {
1735 op->drop_and_destroy ();
1736 return;
1737 }
1738
1739 op->duration--;
1740
1741 int basedir = op->direction;
1742 if (!basedir)
1743 {
1744 /* spray in all directions! 8) */
1745 op->facing = (op->facing + op->state) & 7;
1746 basedir = op->facing + 1;
1747 }
1748
1749#if 0
1750 // this is bogus: it causes wrong places to be checked below
1751 // (a wall 2 cells away will block the effect...) and
1752 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1753 // space.
1754 // should be fixed later, but correctness before features...
1755 // (schmorp)
1756
1757 /* new offset calculation to make swarm element distribution
1758 * more uniform
1759 */
1760 if (op->duration)
1761 {
1762 if (basedir & 1)
1763 {
1764 adjustdir = cardinal_adjust[rndm (0, 8)];
1765 }
1766 else
1767 {
1768 adjustdir = diagonal_adjust[rndm (0, 9)];
1769 }
1770 }
1771 else
1772 {
1773 adjustdir = 0; /* fire the last one from forward. */
1774 }
1775
1776 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1777 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1778
1779 /* back up one space so we can hit point-blank targets, but this
1780 * necessitates extra out_of_map check below
1781 */
1782 origin_x = target_x - freearr_x[basedir];
1783 origin_y = target_y - freearr_y[basedir];
1784
1785
1744 /* spell pointer is set up for the spell this casts. Since this 1786 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1787 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1788 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1789 * do some sanity checking anyways.
1748 */ 1790 */
1791
1792 if (op->spell && op->spell->type == SPELL &&
1793 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1794 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1749 1795 {
1796
1797 /* Bullet spells have a bunch more customization that needs to be done */
1798 if (op->spell->subtype == SP_BULLET)
1799 fire_bullet (owner, op, basedir, op->spell);
1800 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1801 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1802 }
1803#endif
1804
1805 /* spell pointer is set up for the spell this casts. Since this
1806 * should just be a pointer to the spell in some inventory,
1807 * it is unlikely to disappear by the time we need it. However,
1808 * do some sanity checking anyways.
1809 */
1810
1750 if (op->spell && op->spell->type == SPELL) 1811 if (op->spell && op->spell->type == SPELL)
1751 { 1812 {
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1813 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1814 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1815 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1816 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1817 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1757 } 1818 }
1758} 1819}
1759
1760
1761
1762 1820
1763/* fire_swarm: 1821/* fire_swarm:
1764 * The following routine creates a swarm of objects. It actually 1822 * The following routine creates a swarm of objects. It actually
1765 * sets up a specific swarm object, which then fires off all 1823 * sets up a specific swarm object, which then fires off all
1766 * the parts of the swarm. 1824 * the parts of the swarm.
1769 * caster: the caster (owner, wand, rod, scroll) 1827 * caster: the caster (owner, wand, rod, scroll)
1770 * dir: the direction everything will be fired in 1828 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1829 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1830 * n: the number to be fired.
1773 */ 1831 */
1774 1832int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1833fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1834{
1777 object *tmp;
1778 int i;
1779
1780 if (!spell->other_arch) return 0; 1835 if (!spell->other_arch)
1836 return 0;
1781 1837
1782 tmp=get_archetype(SWARM_SPELL); 1838 object *tmp = archetype::get (SWARM_SPELL);
1783 tmp->x=op->x; 1839
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1786 set_spell_skill(op, caster, spell, tmp); 1840 set_spell_skill (op, caster, spell, tmp);
1787
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1841 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1842 tmp->spell = spell->other_arch->instance ();
1790
1791 tmp->attacktype = tmp->spell->attacktype; 1843 tmp->attacktype = tmp->spell->attacktype;
1792 1844
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1845 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1846 if (!tailor_god_spell (tmp, op))
1795 return 1; 1847 return 1;
1796 } 1848
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1849 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1850 for (int i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1851 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1852
1801 tmp->direction=dir;
1802 tmp->invisible=1; 1853 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1854 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1855 tmp->direction = dir;
1856 tmp->facing = rndm (1, 8); // initial firing direction
1857 tmp->state = rndm (4) * 2 + 1; // direction increment
1858
1859 op->insert (tmp);
1860
1804 return 1; 1861 return 1;
1805} 1862}
1806
1807 1863
1808/* See the spells documentation file for why this is its own 1864/* See the spells documentation file for why this is its own
1809 * function. 1865 * function.
1810 */ 1866 */
1867int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1868cast_light (object *op, object *caster, object *spell, int dir)
1869{
1812 object *target=NULL,*tmp=NULL; 1870 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1871 sint16 x, y;
1814 int dam, mflags; 1872 int dam, mflags;
1815 mapstruct *m; 1873 maptile *m;
1816 1874
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1875 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1876
1819 if(!dir) { 1877 if (dir)
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1821 return 0;
1822 } 1878 {
1823
1824 x=op->x+freearr_x[dir]; 1879 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1880 y = op->y + freearr_y[dir];
1826 m = op->map; 1881 m = op->map;
1827 1882
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1883 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1884
1830 if (mflags & P_OUT_OF_MAP) { 1885 if (mflags & P_OUT_OF_MAP)
1886 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1887 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1888 return 0;
1833 } 1889 }
1834 1890
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1891 if (mflags & P_IS_ALIVE && spell->attacktype)
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1892 {
1893 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1894 if (QUERY_FLAG (target, FLAG_MONSTER))
1895 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1896 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head; 1897 if (target->head)
1898 target = target->head;
1899
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1900 hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1901 return 1; /* one success only! */
1842 } 1902 }
1843 } 1903 }
1844 1904
1845 /* no live target, perhaps a wall is in the way? */ 1905 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1906 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1907 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1908 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1909 return 0;
1910 }
1849 } 1911 }
1850 1912
1851 /* ok, looks groovy to just insert a new light on the map */ 1913 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 1914 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1915 if (!tmp)
1916 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1917 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1918 return 0;
1856 } 1919 }
1920
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1921 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1922
1858 if (tmp->glow_radius) { 1923 if (tmp->glow_radius)
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1924 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1860 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1925
1861 } 1926 if (dir)
1862 tmp->x=x; 1927 m->insert (tmp, x, y, op);
1863 tmp->y=y; 1928 else
1864 insert_ob_in_map(tmp,m,op,0); 1929 caster->outer_env ()->insert (tmp);
1930
1865 return 1; 1931 return 1;
1866} 1932}
1867
1868
1869
1870 1933
1871/* cast_cause_disease: this spell looks along <dir> from the 1934/* cast_cause_disease: this spell looks along <dir> from the
1872 * player and infects someone. 1935 * player and infects someone.
1873 * op is the player/monster, caster is the object, dir is the direction 1936 * op is the player/monster, caster is the object, dir is the direction
1874 * to cast, disease_arch is the specific disease, and type is the spell number 1937 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 1938 * perhaps this should actually be in disease.c?
1876 */ 1939 */
1877 1940int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1941cast_cause_disease (object *op, object *caster, object *spell, int dir)
1942{
1879 sint16 x,y; 1943 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1944 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1945 object *walk;
1882 mapstruct *m; 1946 maptile *m;
1883 1947
1884 x = op->x; 1948 x = op->x;
1885 y = op->y; 1949 y = op->y;
1886 1950
1887 /* If casting from a scroll, no direction will be available, so refer to the 1951 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 1952 * direction the player is pointing.
1889 */ 1953 */
1954 if (!dir)
1890 if (!dir) dir=op->facing; 1955 dir = op->facing;
1956
1957 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1958 return 0; /* won't find anything if casting on ourself, so just return */
1892 1959
1893 /* Calculate these once here */ 1960 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 1961 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 1962 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 1963 dur_mod = SP_level_duration_adjust (caster, spell);
1897 1964
1898 /* search in a line for a victim */ 1965 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 1966 for (i = 1; i < range; i++)
1967 {
1900 x = op->x + i * freearr_x[dir]; 1968 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 1969 y = op->y + i * freearr_y[dir];
1902 m = op->map; 1970 m = op->map;
1903 1971
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 1972 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 1973
1906 if (mflags & P_OUT_OF_MAP) return 0; 1974 if (mflags & P_OUT_OF_MAP)
1975 return 0;
1907 1976
1908 /* don't go through walls - presume diseases are airborne */ 1977 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1978 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1979 return 0;
1910 1980
1911 /* Only bother looking on this space if there is something living here */ 1981 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 1982 if (mflags & P_IS_ALIVE)
1983 {
1913 /* search this square for a victim */ 1984 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1985 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1986 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1987 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 1988 object *disease = arch_to_object (spell->other_arch);
1917 1989
1918 set_owner(disease,op); 1990 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 1991 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 1992 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 1993 disease->level = casting_level (caster, spell);
1922 1994
1923 /* do level adjustments */ 1995 /* do level adjustments */
1924 if(disease->stats.wc) 1996 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 1997 disease->stats.wc += dur_mod / 2;
1926 1998
1927 if(disease->magic> 0) 1999 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2000 disease->magic += dur_mod / 8;
1929 2001
1930 if(disease->stats.maxhp>0) 2002 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2003 disease->stats.maxhp += dur_mod;
1932 2004
1933 if(disease->stats.maxgrace>0) 2005 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2006 disease->stats.maxgrace += dur_mod;
1935 2007
1936 if(disease->stats.dam) { 2008 if (disease->stats.dam)
1937 if(disease->stats.dam > 0) 2009 {
1938 disease->stats.dam += dam_mod; 2010 if (disease->stats.dam > 0)
1939 else disease->stats.dam -= dam_mod; 2011 disease->stats.dam += dam_mod;
1940 } 2012 else
2013 disease->stats.dam -= dam_mod;
2014 }
1941 2015
1942 if(disease->last_sp) { 2016 if (disease->last_sp)
1943 disease->last_sp -= 2*dam_mod; 2017 {
1944 if(disease->last_sp <1) disease->last_sp = 1; 2018 disease->last_sp -= 2 * dam_mod;
1945 } 2019 if (disease->last_sp < 1)
2020 disease->last_sp = 1;
2021 }
1946 2022
1947 if(disease->stats.maxsp) { 2023 if (disease->stats.maxsp)
1948 if(disease->stats.maxsp > 0) 2024 {
1949 disease->stats.maxsp += dam_mod; 2025 if (disease->stats.maxsp > 0)
1950 else disease->stats.maxsp -= dam_mod; 2026 disease->stats.maxsp += dam_mod;
1951 } 2027 else
1952 2028 disease->stats.maxsp -= dam_mod;
2029 }
2030
1953 if(disease->stats.ac) 2031 if (disease->stats.ac)
1954 disease->stats.ac += dam_mod; 2032 disease->stats.ac += dam_mod;
1955 2033
1956 if(disease->last_eat) 2034 if (disease->last_eat)
1957 disease->last_eat -= dam_mod; 2035 disease->last_eat -= dam_mod;
1958 2036
1959 if(disease->stats.hp) 2037 if (disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2038 disease->stats.hp -= dam_mod;
1961 2039
1962 if(disease->stats.sp) 2040 if (disease->stats.sp)
1963 disease->stats.sp -= dam_mod; 2041 disease->stats.sp -= dam_mod;
1964 2042
1965 if(infect_object(walk,disease,1)) { 2043 if (infect_object (walk, disease, 1))
1966 object *flash; /* visual effect for inflicting disease */ 2044 {
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2045 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1969 2046
1970 free_object(disease); /* don't need this one anymore */ 2047 disease->destroy (); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC); 2048 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1972 flash->x = x; 2049 return 1;
1973 flash->y = y; 2050 }
1974 flash->map = walk->map; 2051
1975 insert_ob_in_map(flash,walk->map,op,0); 2052 disease->destroy ();
1976 return 1; 2053 }
1977 } 2054 } /* if living creature */
1978 free_object(disease); 2055 } /* for range of spaces */
1979 } 2056
1980 } /* if living creature */
1981 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2057 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2058 return 1;
1984} 2059}

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