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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.79 by root, Thu Jan 1 16:05:13 2009 UTC

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

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