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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.8 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.77 by root, Wed Dec 31 17:35:38 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.8 2006/09/07 10:01:58 pippijn 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
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)
135 return; 134 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 141
144 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
150 new_bolt->duration++; 148 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164 161void
165void move_bolt(object *op) { 162move_bolt (object *op)
166 object *tmp; 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 mapstruct *m; 166 maptile *m;
170 167
171 if(--(op->duration)<0) { 168 if (--op->duration < 0)
172 remove_ob(op); 169 {
173 free_object(op); 170 op->drop_and_destroy ();
171 return;
172 }
173
174 hit_map (op, 0, op->attacktype, 1);
175
176 if (!op->direction)
177 return;
178
179 if (--op->range < 0)
180 op->range = 0;
181 else
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)
174 return; 189 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 190
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 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 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 193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 194 * will be useful.
195 */ 195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 197 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 199 return;
201 200
202 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 203 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 204 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 205 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 206 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 207 * to the southwest.
209 */ 208 */
210 if(op->direction&1) 209 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 210 op->direction = absdir (op->direction + 4);
212 else { 211 else
212 {
213 int left, right; 213 int left, right;
214 int mflags; 214 int mflags;
215 215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 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 217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 219 * op->direction-1 or op->direction+1 does not exist.
220 */ 220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 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); 222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 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); 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)); 228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 229
230 if(left==right) 230 if (left == right)
231 op->direction=absdir(op->direction+4); 231 op->direction = absdir (op->direction + 4);
232 else if(left) 232 else if (left)
233 op->direction=absdir(op->direction+2); 233 op->direction = absdir (op->direction + 2);
234 else if(right) 234 else if (right)
235 op->direction=absdir(op->direction-2); 235 op->direction = absdir (op->direction - 2);
236 } 236 }
237
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 239 return;
239 } 240 }
241 else
240 else { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 243 object *tmp = op->clone ();
242 copy_object(op,tmp); 244
245 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 246 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 248 tmp->duration++;
248 249
249 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 251 * going off in other directions.
251 */ 252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
252 255
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
258 */ 258 */
259 op->range = 0; 259 op->range = 0;
260 } /* copy object and move it along */ 260 } /* copy object and move it along */
261 } /* if move bolt along */ 261 } /* if move bolt along */
262} 262}
263 263
264/* fire_bolt 264/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 268 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
270 * pointers. 270 * pointers.
271 */ 271 */
272 272int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
274 object *tmp=NULL; 275 object *tmp = NULL;
275 int mflags; 276 int mflags;
276 277
277 if (!spob->other_arch) 278 if (!spob->other_arch)
278 return 0; 279 return 0;
279 280
280 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 282 if (tmp == NULL)
282 return 0; 283 return 0;
283 284
284 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
289 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
292 296
293 tmp->direction=dir; 297 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
296 300
297 set_owner(tmp,op); 301 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
299 303
300 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 306 tmp->map = op->map;
303 307
308 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 311 {
312 tmp->drop_and_destroy ();
307 return 0; 313 return 0;
308 } 314 }
315
316 tmp->map = newmap;
317
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 321 {
322 tmp->drop_and_destroy ();
312 return 0; 323 return 0;
313 } 324 }
325
314 tmp->x=op->x; 326 tmp->x = op->x;
315 tmp->y=op->y; 327 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 329 tmp->map = op->map;
318 } 330 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 333 move_bolt (tmp);
334
321 return 1; 335 return 1;
322} 336}
323
324
325 337
326/*************************************************************************** 338/***************************************************************************
327 * 339 *
328 * BULLET/BALL CODE 340 * BULLET/BALL CODE
329 * 341 *
330 ***************************************************************************/ 342 ***************************************************************************/
331 343
332/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 346 * At least that is what I think this does.
335 */ 347 */
348void
336void explosion(object *op) { 349explosion (object *op)
337 object *tmp; 350{
338 mapstruct *m=op->map; 351 maptile *m = op->map;
339 int i; 352 int i;
340 353
341 if(--(op->duration)<0) { 354 if (--op->duration < 0)
342 remove_ob(op); 355 {
343 free_object(op); 356 op->destroy ();
344 return; 357 return;
345 } 358 }
359
346 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
347 361
348 if(op->range>0) { 362 if (op->range > 0)
363 {
349 for(i=1;i<9;i++) { 364 for (i = 1; i < 9; i++)
365 {
350 sint16 dx,dy; 366 sint16 dx, dy;
351 367
352 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
354 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 372 * out of map, etc.
356 */ 373 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 375 {
359 copy_object(op,tmp); 376 object *tmp = op->clone ();
377
360 tmp->state=0; 378 tmp->state = 0;
361 tmp->speed_left= -0.21; 379 tmp->speed_left = -0.21f;
362 tmp->range--; 380 tmp->range--;
363 tmp->value=0; 381 tmp->value = 0;
364 tmp->x=dx; 382
365 tmp->y=dy; 383 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 384 }
368 } 385 }
369 } 386 }
370} 387}
371
372 388
373/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
375 * explode. 391 * explode.
376 */ 392 */
393void
377void explode_bullet(object *op) 394explode_bullet (object *op)
378{ 395{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 396 object *tmp, *owner;
381 397
382 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 401 op->destroy ();
385 free_object (op); 402 return;
403 }
404
405 if (op->env)
406 {
407 object *env = op->outer_env ();
408
409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
412 op->destroy ();
413 return;
414 }
415
416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
417 }
418 else if (out_of_map (op->map, op->x, op->y))
419 {
420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
421 op->destroy ();
422 return;
423 }
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.
428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
429 {
430 op->destroy ();
431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
386 return; 439 return;
387 } 440 }
388 441
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
428 444
429 copy_owner (tmp, op); 445 tmp->set_owner (op);
430 tmp->skill = op->skill; 446 tmp->skill = op->skill;
431 447
432 owner = get_owner(op); 448 owner = op->owner;
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
434 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
435 remove_ob (op); 454 {
436 free_object (op); 455 op->destroy ();
437 return; 456 return;
438 } 457 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 458
442 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
444 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 463 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 465 tmp->duration = op->duration;
448 } else { 466 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
450 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
454 /* 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 -
455 * the count of the parent should work fine. 477 * the count of the parent should work fine.
456 */ 478 */
457 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
458 } 480 }
459 481
460 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
463 485
464 /* Prevent recursion */ 486 /* Prevent recursion */
465 op->move_on = 0; 487 op->move_on = 0;
466 488
467 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
468 /* remove the firebullet */ 492 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 494}
474
475
476 495
477/* 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
478 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
479 */ 498 */
480 499void
481void check_bullet(object *op) 500check_bullet (object *op)
482{ 501{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 502 object *tmp;
485 int dam, mflags; 503 int dam, mflags;
486 mapstruct *m; 504 maptile *m;
487 sint16 sx, sy; 505 sint16 sx, sy;
488 506
489 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);
490 508
491 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)))
492 return; 510 return;
493 511
494 if (op->other_arch) { 512 if (op->other_arch)
513 {
495 /* explode object will also remove op */ 514 /* explode object will also remove op */
496 explode_bullet (op); 515 explode_bullet (op);
497 return; 516 return;
498 } 517 }
499 518
500 /* 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 */
501 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
502 522
503 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)
504 { 524 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 526 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
509 || (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)
510 { 531 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 533 {
513 free_object(op); 534 op->destroy ();
514 return; 535 return;
515 } 536 }
516 } 537 }
517 } 538 }
518 } 539 }
519} 540}
520
521 541
522/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 543 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
526 */ 546 */
527 547void
528void move_bullet(object *op) 548move_bullet (object *op)
529{ 549{
530 sint16 new_x, new_y; 550 sint16 new_x, new_y;
531 int mflags; 551 int mflags;
532 mapstruct *m; 552 maptile *m;
533 553
534#if 0 554#if 0
535 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
536 556
537 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 559 if (op->stats.sp == SP_METEOR)
560 {
540 replace_insert_ob_in_map("fire_trail",op); 561 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
542 return; 563 return;
543 } /* end addition. */ 564 } /* end addition. */
544#endif 565#endif
545 566
546 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 568 if (--op->range <= 0)
569 {
548 if (op->other_arch) { 570 if (op->other_arch)
549 explode_bullet (op); 571 explode_bullet (op);
550 } else { 572 else
551 remove_ob (op); 573 op->destroy ();
552 free_object (op); 574
553 }
554 return; 575 return;
555 } 576 }
556 577
557 new_x = op->x + DIRX(op); 578 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 579 new_y = op->y + DIRY (op);
559 m = op->map; 580 m = op->map;
560 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);
561 582
562 if (mflags & P_OUT_OF_MAP) { 583 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 584 {
564 free_object (op); 585 op->destroy ();
565 return; 586 return;
566 } 587 }
567 588
568 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 {
569 if (op->other_arch) { 591 if (op->other_arch)
570 explode_bullet (op); 592 explode_bullet (op);
571 } else { 593 else
572 remove_ob (op); 594 op->destroy ();
573 free_object (op); 595
574 }
575 return; 596 return;
576 } 597 }
577 598
578 remove_ob (op); 599 if (!(op = m->insert (op, new_x, new_y, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 600 return;
583 601
584 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
585 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 605 update_turn_face (op);
587 } else { 606 }
607 else
588 check_bullet (op); 608 check_bullet (op);
589 }
590} 609}
591
592
593
594 610
595/* fire_bullet 611/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 615 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
601 * pointers. 617 * pointers.
602 */ 618 */
603 619int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
605 object *tmp=NULL; 622 object *tmp = NULL;
606 int mflags; 623 int mflags;
607 624
608 if (!spob->other_arch) 625 if (!spob->other_arch)
609 return 0; 626 return 0;
610 627
611 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
612 if(tmp==NULL) 629 if (!tmp)
613 return 0; 630 return 0;
614 631
615 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
616 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);
617 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
635 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
619 637
620 tmp->range = 50; 638 tmp->range = 50;
621 639
622 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 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);
626 644
627 tmp->direction=dir; 645 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
630 648
631 set_owner(tmp,op); 649 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
633 651
634 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 654 tmp->map = op->map;
637 655
656 maptile *newmap;
638 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);
639 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 659 {
660 tmp->destroy ();
641 return 0; 661 return 0;
642 } 662 }
663
664 tmp->map = newmap;
665
643 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 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 669 {
670 tmp->destroy ();
646 return 0; 671 return 0;
647 } 672 }
673
648 tmp->x=op->x; 674 tmp->x = op->x;
649 tmp->y=op->y; 675 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 676 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 677 tmp->map = op->map;
652 } 678 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 679
680 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 681 check_bullet (tmp);
655 } 682
656 return 1; 683 return 1;
657} 684}
658
659
660
661 685
662/***************************************************************************** 686/*****************************************************************************
663 * 687 *
664 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
665 * 689 *
666 *****************************************************************************/ 690 *****************************************************************************/
667 691
668
669/* 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
670void cone_drop(object *op) { 694cone_drop (object *op)
695{
671 object *new_ob = arch_to_object(op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
672 697
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 698 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 699 new_ob->set_owner (op->owner);
677 700
678 /* preserve skill ownership */ 701 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 702 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
681 } 704
682 insert_ob_in_map(new_ob,op->map,op,0); 705 new_ob->insert_at (op, op);
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)
715 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 717 op->set_speed (0);
697 update_ob_speed (op); 718 return;
719 }
720
721 /* lava saves it's life, but not yours :) */
722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
723 {
724 hit_map (op, 0, op->attacktype, 0);
725 return;
726 }
727
728#if 0
729 /* Disable this - enabling it makes monsters easier, as
730 * when their cone dies when they die.
731 */
732 /* If no owner left, the spell dies out. */
733 if (op->owner == NULL)
734 {
735 op->destroy ();
736 return;
737 }
738#endif
739
740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
744
745 /* Check to see if we should push anything.
746 * Spell objects with weight push whatever they encounter to some
747 * degree.
748 */
749 if (op->weight)
750 {
751 check_spell_knockback (op);
752
753 if (!op->is_on_map ())
698 return; 754 return;
699 } 755 }
700 756
701 /* lava saves it's life, but not yours :) */ 757 if (op->duration-- < 0)
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 758 {
703 hit_map(op,0,op->attacktype,0); 759 op->destroy ();
704 return; 760 return;
705 } 761 }
706
707#if 0
708 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die.
710 */
711 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) {
713 remove_ob(op);
714 free_object(op);
715 return;
716 }
717#endif
718
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0);
721
722 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some
724 * degree.
725 */
726 if(op->weight) check_spell_knockback(op);
727
728 if (was_destroyed (op, tag))
729 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 }
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)
767 {
741 op->range=0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
742 return; 769 return;
770 }
771
772 for (int i = -1; i <= 1; i++)
743 } 773 {
774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
744 775
745 for(i= -1;i<2;i++) {
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
747 y=op->y+freearr_y[absdir(op->stats.sp+i)];
748
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
785 op->map->insert (tmp, x, y, op);
786
760 if (tmp->other_arch) cone_drop(tmp); 787 if (tmp->other_arch)
788 cone_drop (tmp);
761 } 789 }
762 } 790 }
763} 791}
764 792
765/* cast_cone: casts a cone spell. 793/* cast_cone: casts a cone spell.
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)
811 return 0;
782 812
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 814 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 816 return 0;
788 } 817 }
789 818
790 if(!dir) { 819 if (!dir)
820 {
791 range_min= 0; 821 range_min = 0;
792 range_max=8; 822 range_max = 8;
793 } 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;
822 else continue;
823 } 850 {
824 851 if (dir != 0)
825 x = op->x+freearr_x[d]; 852 d = 8;
826 y = op->y+freearr_y[d]; 853 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 854 continue;
855 }
830 856
857 x = op->x + freearr_x[d];
858 y = op->y + freearr_y[d];
859
860 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
861 continue;
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)
890 tmp->range = 2;
859 } 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)
898 {
899 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 900 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 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))
906 {
907 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 908 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 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)
946 return;
947
948 object *env = op->outer_env ();
949
950 if (op->env)
951 {
952 if (env->map == NULL)
913 return; 953 return;
914 954
915 955 if (!(op = op->insert_at (env, op)))
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count);
924
925 remove_ob(op);
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 956 return;
940 } 957 }
941 958
959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
960 // on a safe map. I don't like this special casing, but it seems to be neccessary
961 // as bombs can be carried.
962 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
963 {
964 op->destroy ();
965 return;
966 }
967
942 /* This copies a lot of the code from the fire bullet, 968 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 970 * so just set up the appropriate values.
945 */ 971 */
946 at = find_archetype(SPLINT); 972 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 973 {
948 for(i=1;i<9;i++) { 974 for (int i = 1; i < 9; i++)
975 {
949 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]))
950 continue; 977 continue;
978
951 tmp = arch_to_object(at); 979 object *tmp = arch_to_object (at);
952 tmp->direction = i; 980 tmp->direction = i;
953 tmp->range = op->range; 981 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 983 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 985 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 986 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 987 tmp->skill = op->skill;
960 } 988
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 989 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 990 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 991
964 tmp->y = op->y + freearr_x[i]; 992 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 993 move_bullet (tmp);
967 } 994 }
968 } 995 }
969 996
970 explode_bullet(op); 997 explode_bullet (op);
971} 998}
972 999
1000int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1001create_bomb (object *op, object *caster, int dir, object *spell)
974 1002{
975 object *tmp; 1003 object *tmp;
976 int mflags; 1004 int mflags;
977 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];
978 mapstruct *m; 1006 maptile *m;
979 1007
980 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 {
981 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 {
982 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.");
983 return 0; 1019 return 0;
1020 }
984 } 1021 }
1022
985 tmp=arch_to_object(spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
986 1024
987 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 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);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1028 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1029 tmp->attacktype = spell->attacktype;
992 1030
993 set_owner(tmp,op); 1031 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1032 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1033
996 tmp->y=dy; 1034 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1035 return 1;
999} 1036}
1000 1037
1001/**************************************************************************** 1038/****************************************************************************
1002 * 1039 *
1003 * smite related spell code. 1040 * smite related spell code.
1011 * dir is the direction to look in. 1048 * dir is the direction to look in.
1012 * range is how far out to look. 1049 * range is how far out to look.
1013 * 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.
1014 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
1015 */ 1052 */
1016 1053object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1054get_pointed_target (object *op, int dir, int range, int type)
1055{
1018 object *target; 1056 object *target;
1019 sint16 x,y; 1057 sint16 x, y;
1020 int dist, mflags; 1058 int dist, mflags;
1021 mapstruct *mp; 1059 maptile *mp;
1022 1060
1023 if (dir==0) return NULL; 1061 if (dir == 0)
1024
1025 for (dist=1; dist<range; dist++) {
1026 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1030
1031 if (mflags & P_OUT_OF_MAP) return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1035
1036 if (mflags & P_IS_ALIVE) {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1039 return target;
1040 }
1041 }
1042 }
1043 }
1044 return NULL; 1062 return NULL;
1045}
1046 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}
1047 1088
1048/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1050 * usual params - 1091 * usual params -
1051 * op = player 1092 * op = player
1052 * caster = object casting the spell. 1093 * caster = object casting the spell.
1053 * dir = direction being cast 1094 * dir = direction being cast
1054 * spell = spell object 1095 * spell = spell object
1055 */ 1096 */
1056 1097int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1099{
1058 object *effect, *target; 1100 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1101 object *god = find_god (determine_god (op));
1060 int range; 1102 int range;
1061 1103
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1104 range = spell->range + SP_level_range_adjust (caster, spell);
1063 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);
1064 1106
1065 /* Bunch of conditions for casting this spell. Note that only 1107 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1108 * require a god if this is a cleric spell (requires grace).
1067 * 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
1068 * 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
1069 * interesting spell. 1111 * interesting spell.
1070 * 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
1071 * can't be friendly to your god. 1113 * can't be friendly to your god.
1072 */ 1114 */
1073 1115
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1075 ||(!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1119 || (target->title && god && target->title == god->name)
1077 ||(target->race && god && strstr(target->race,god->race))) { 1120 || (target->race && god && strstr (target->race, god->race)))
1121 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1123 return 0;
1080 } 1124 }
1081 1125
1082 if (spell->other_arch) 1126 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1084 else 1128 else
1085 return 0; 1129 return 0;
1086 1130
1087 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1135 {
1091 if(tailor_god_spell(effect,op)) 1136 if (tailor_god_spell (effect, op))
1092 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));
1093 "%s answers your call!",determine_god(op));
1094 else { 1138 else
1139 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1141 return 0;
1097 } 1142 }
1098 } 1143 }
1099 1144
1100 /* size of the area of destruction */ 1145 /* size of the area of destruction */
1101 effect->range=spell->range + 1146 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1147 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1148
1106 if (effect->attacktype & AT_DEATH) { 1149 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1150 {
1108 SP_level_dam_adjust(caster,spell); 1151 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1152
1110 /* casting death spells at undead isn't a good thing */ 1153 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1154 if (QUERY_FLAG (target, FLAG_UNDEAD))
1155 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1156 if (random_roll (0, 2, op, PREFER_LOW))
1157 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1158 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1159 effect->x = op->x;
1115 effect->y=op->y; 1160 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1161 }
1162 else
1163 {
1164 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1165 target->stats.hp = target->stats.maxhp * 2;
1166 effect->destroy ();
1167 return 0;
1123 } 1168 }
1124 } else { 1169 }
1170 }
1171 else
1172 {
1125 /* how much woe to inflict :) */ 1173 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1174 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1175 }
1129 1176
1130 set_owner(effect,op); 1177 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1178 set_spell_skill (op, caster, spell, effect);
1132 1179
1133 /* ok, tell it where to be, and insert! */ 1180 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1181 effect->insert_at (target, op);
1135 effect->y=target->y; 1182
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1183 return 1;
1139} 1184}
1140
1141 1185
1142/**************************************************************************** 1186/****************************************************************************
1143 * 1187 *
1144 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1145 * 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
1146 * code here is just to move the missile. 1190 * code here is just to move the missile.
1147 ****************************************************************************/ 1191 ****************************************************************************/
1148 1192
1149/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1194void
1150void move_missile(object *op) { 1195move_missile (object *op)
1151 int i, mflags; 1196{
1152 object *owner;
1153 sint16 new_x, new_y;
1154 mapstruct *m;
1155
1156 if (op->range-- <=0) { 1197 if (op->range-- <= 0)
1157 remove_ob(op); 1198 {
1158 free_object(op); 1199 op->drop_and_destroy ();
1159 return; 1200 return;
1201 }
1202
1203 mapxy pos (op);
1204 pos.move (op->direction);
1205
1206 if (!pos.normalise ())
1160 } 1207 {
1161 1208 op->destroy ();
1162 owner = get_owner(op);
1163#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive
1166 */
1167 if (owner == NULL) {
1168 remove_ob(op);
1169 free_object(op);
1170 return; 1209 return;
1210 }
1211
1212 mapspace &ms = pos.ms ();
1213
1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1171 } 1215 {
1172#endif
1173
1174 new_x = op->x + DIRX(op);
1175 new_y = op->y + DIRY(op);
1176
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1178
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1181 tag_t tag = op->count;
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1184 * 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.
1185 */ 1219 */
1186 if ( ! was_destroyed (op, tag)) { 1220 op->destroy ();
1187 remove_ob (op);
1188 free_object(op);
1189 }
1190 return; 1221 return;
1222 }
1223
1224 if (!op->direction)
1191 } 1225 {
1192 1226 op->destroy ();
1193 remove_ob(op);
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1195 free_object(op);
1196 return; 1227 return;
1197 } 1228 }
1198 op->x = new_x; 1229
1199 op->y = new_y; 1230 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1231 if (i > 0 && i != op->direction)
1232 {
1203 op->direction=i; 1233 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1205 } 1235 }
1206 insert_ob_in_map(op,op->map,op,0); 1236
1237 pos.insert (op, op);
1207} 1238}
1208 1239
1209/**************************************************************************** 1240/****************************************************************************
1210 * Destruction 1241 * Destruction
1211 ****************************************************************************/ 1242 ****************************************************************************/
1243
1212/* make_object_glow() - currently only makes living objects glow. 1244/* make_object_glow() - currently only makes living objects glow.
1213 * 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
1214 * object. if time is 0, the object glows permanently. To truely 1246 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1247 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1248 * give them the capability to have an inventory. b.t.
1217 */ 1249 */
1218 1250int
1219int make_object_glow(object *op, int radius, int time) { 1251make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1252{
1221
1222 /* some things are unaffected... */ 1253 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1254 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1255 return 0;
1225 1256
1226 tmp=get_archetype(FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1259 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1261 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1233
1234 tmp->x=op->x;
1235 tmp->y=op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1262 tmp = insert_ob_in_ob (tmp, op);
1263
1238 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1265 op->glow_radius = tmp->glow_radius;
1240 1266
1241 if(!tmp->env||op!=tmp->env) {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1243 &op->name);
1244 return 0;
1245 }
1246 return 1; 1267 return 1;
1247} 1268}
1248 1269
1249 1270int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1271cast_destruction (object *op, object *caster, object *spell_ob)
1253 int i,j, range, mflags, friendly=0, dam, dur; 1272{
1254 sint16 sx,sy;
1255 mapstruct *m;
1256 object *tmp;
1257 const char *skill;
1258
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 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);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1263 1276
1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1278
1264 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route.
1269 */ 1281 */
1270 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1284 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1286 else if (caster->skill)
1287 op->skill = caster->skill;
1288 else
1273 else op->skill = NULL; 1289 op->skill = 0;
1274 1290
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1276 1292
1277 for(i= -range; i<range; i++) { 1293 unordered_mapwalk (op, -range, -range, range, range)
1278 for(j=-range; j<range ; j++) { 1294 {
1279 m = op->map; 1295 mapspace &ms = m->at (nx, ny);
1280 sx = op->x + i; 1296
1281 sy = op->y + j;
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue;
1284 if (mflags & P_IS_ALIVE) { 1297 if (ms.flags () & P_IS_ALIVE)
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1300 {
1301 tmp = tmp->head_ ();
1302
1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1287 } 1305 {
1288 if (tmp) {
1289 if (tmp->head) tmp=tmp->head;
1290
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1307 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1295 if (spell_ob->other_arch) { 1310 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1312 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1314 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 }
1311 } 1317 }
1312 } 1318 }
1313 } 1319 }
1314 }
1315 } 1320 }
1321
1316 op->skill = skill; 1322 op->skill = skill;
1317 return 1; 1323 return 1;
1318} 1324}
1319 1325
1320/*************************************************************************** 1326/***************************************************************************
1321 * 1327 *
1322 * CURSE 1328 * CURSE
1323 * 1329 *
1324 ***************************************************************************/ 1330 ***************************************************************************/
1325 1331
1332int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1334{
1327 object *god = find_god(determine_god(op)); 1335 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1336 object *tmp, *force;
1329 1337
1330 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);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1339 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1340 {
1334 "There is no one in that direction to curse."); 1341 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1342 return 0;
1336 } 1343 }
1337 1344
1345 tmp = tmp->head_ ();
1346
1338 /* 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. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1348 for (force = tmp->inv; force; force = force->below)
1349 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1351 {
1341 if (force->name == spell_ob->name) { 1352 if (force->name == spell_ob->name)
1353 {
1342 break; 1354 break;
1343 } 1355 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1356 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1357 {
1346 "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);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1359 return 0;
1349 } 1360 }
1350 } 1361 }
1351 } 1362 }
1352 1363
1353 if(force==NULL) { 1364 if (!force)
1365 {
1354 force=get_archetype(FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1356 if (spell_ob->race) 1369 if (spell_ob->race)
1357 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1358 else 1371 else
1359 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1360 1373
1361 force->name_pl = spell_ob->name; 1374 force->name_pl = spell_ob->name;
1362 1375
1363 } else { 1376 }
1377 else
1378 {
1364 int duration; 1379 int duration;
1365 1380
1366 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;
1367 if (duration > force->duration) { 1382 if (duration > force->duration)
1383 {
1368 force->duration = duration; 1384 force->duration = duration;
1369 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.");
1386 }
1370 } else { 1387 else
1371 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.");
1372 } 1389
1373 return 1; 1390 return 1;
1374 } 1391 }
1392
1375 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;
1376 force->speed = 1.0; 1394 force->speed = 1.f;
1377 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1379 1397
1380 if(god) { 1398 if (god)
1399 {
1381 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1402 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1403 force->path_denied = god->path_denied;
1385 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);
1386 "You are a victim of %s's curse!", &god->name); 1405 }
1387 } else 1406 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1408
1390 1409
1391 if(tmp!=op && op->type==PLAYER) 1410 if (tmp != op && op->type == PLAYER)
1392 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);
1393 1412
1394 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1396 1415
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1417 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1418 tmp->update_stats ();
1400 return 1; 1419 return 1;
1401 1420
1402} 1421}
1403
1404 1422
1405/********************************************************************** 1423/**********************************************************************
1406 * mood change 1424 * mood change
1407 * 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
1408 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1427 ***********************************************************************/
1410 1428
1411/* This covers the various spells that change the moods of monsters - 1429/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1430 * makes them angry, peacful, friendly, etc.
1413 */ 1431 */
1432int
1414int mood_change(object *op, object *caster, object *spell) { 1433mood_change (object *op, object *caster, object *spell)
1434{
1415 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1417 sint16 x, y, nx, ny;
1418 mapstruct *m;
1419 const char *race; 1437 const char *race;
1420 1438
1421 /* 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
1422 * doing it over and over again. 1440 * doing it over and over again.
1423 */ 1441 */
1424 god=find_god(determine_god(op)); 1442 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1443 level = casting_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1445
1428 /* 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_...
1429 * 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
1430 * won't ever match anything. 1448 * won't ever match anything.
1431 */ 1449 */
1432 if (!spell->race) race=NULL; 1450 if (!spell->race)
1451 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1452 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1453 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1454 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1455 race = god->race;
1456 else
1435 else race = spell->race; 1457 race = spell->race;
1458
1459 unordered_mapwalk (op, -range, -range, range, range)
1436 1460 {
1461 mapspace &ms = m->at (nx, ny);
1437 1462
1438 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) {
1440
1441 done_one=0;
1442 m = op->map;
1443 nx = x;
1444 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue;
1447
1448 /* 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 */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1464 if (!ms.flags () & P_IS_ALIVE)
1465 continue;
1450 1466
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1467 // players can only affect spaces that they can actually see
1452 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;
1453 1472
1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1474 if (tmp->flag [FLAG_MONSTER])
1475 break;
1476
1454 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1478 if (!tmp)
1479 continue;
1456 1480
1457 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1482 head = tmp->head_ ();
1459 else head=tmp;
1460 1483
1461 /* 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 */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1485 if (race && head->race && !strstr (race, head->race))
1486 continue;
1487
1463 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;
1464 1490
1465 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1492 best_at = -1;
1467 if (spell->attacktype) { 1493 if (spell->attacktype)
1494 {
1468 for (at=0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1470 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;
1471 1499
1472 if (best_at == -1) at=0; 1500 if (best_at == -1)
1501 at = 0;
1502 else
1503 {
1504 if (head->resist[best_at] == 100)
1505 continue;
1473 else { 1506 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1476 }
1477 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue;
1479 } 1508 }
1509
1510 at -= level / 5;
1511 if (did_make_save (head, head->level, at))
1512 continue;
1513 }
1480 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1515 {
1481 /* 1516 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1520
1486 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1487 1522
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1524 charm a level 125 monster...
1490 1525
1491 Ryo, august 14th 1526 Ryo, august 14th
1492 */ 1527 */
1493 {
1494 if ( head->level > level ) continue; 1528 if (head->level > level)
1529 continue;
1530
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1532 /* Failed, no effect */
1497 continue; 1533 continue;
1498 } 1534 }
1499 1535
1500 /* Done with saving throw. Now start effecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1501 1538
1502 /* aggravation */ 1539 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1541 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1543 remove_friendly_object (head);
1507
1508 done_one = 1; 1544 done_one = 1;
1509 head->enemy = op; 1545 head->enemy = op;
1510 } 1546 }
1511 1547
1512 /* calm monsters */ 1548 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1550 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1552 head->enemy = NULL;
1516 done_one = 1; 1553 done_one = 1;
1517 } 1554 }
1518 1555
1519 /* berserk monsters */ 1556 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1558 {
1521 SET_FLAG(head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1560 done_one = 1;
1523 } 1561 }
1562
1524 /* charm */ 1563 /* charm */
1525 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))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1528 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.
1529 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. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1572 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1574 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1535 done_one = 1; 1576 done_one = 1;
1536 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);
1537 head->stats.exp = 0; 1578 head->stats.exp = 0;
1538 } 1579 }
1539 1580
1540 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1582 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1584 }
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1585
1549 return 1; 1586 return 1;
1550} 1587}
1551
1552 1588
1553/* 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
1554 * 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
1555 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1592 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1558 */ 1594 */
1559 1595void
1560void move_ball_spell(object *op) { 1596move_ball_spell (object *op)
1597{
1561 int i,j,dam_save,dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1563 object *owner; 1600 object *owner;
1564 mapstruct *m; 1601 maptile *m;
1565 1602
1566 owner = get_owner(op); 1603 owner = op->owner;
1567 1604
1568 /* 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,
1569 * 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
1570 * victim. The block immediately below more or less chooses a random 1607 * victim. The block immediately below more or less chooses a random
1571 * 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
1572 * deviations. 1609 * deviations.
1573 */ 1610 */
1574 1611
1575 dir = 0; 1612 dir = 0;
1576 if(!(rndm(0, 3))) 1613 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1614 j = rndm (0, 1);
1578 else j=0; 1615 else
1616 j = 0;
1579 1617
1580 for(i = 1; i < 9; i++) { 1618 for (i = 1; i < 9; i++)
1619 {
1581 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1583 */ 1622 */
1584
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1587 1625
1588 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1590 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))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1629 {
1592 dir = tmpdir; 1630 dir = tmpdir;
1593 break; 1631 break;
1594 } 1632 }
1595 } 1633 }
1634
1596 if (dir == 0) { 1635 if (dir == 0)
1636 {
1597 nx = op->x; 1637 nx = op->x;
1598 ny = op->y; 1638 ny = op->y;
1599 m = op->map; 1639 m = op->map;
1600 } 1640 }
1601 1641
1602 remove_ob(op); 1642 m->insert (op, nx, ny, op);
1603 op->y=ny; 1643
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 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
1608 surrounding squares */ 1645 surrounding squares */
1609 1646
1610 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1649 * the surround spaces.
1613 */ 1650 */
1614 for(j=0;j<9;j++) { 1651 for (j = 0; j < 9; j++)
1615 object *new_ob; 1652 {
1616
1617 hx = nx+freearr_x[j]; 1653 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1654 hy = ny + freearr_y[j];
1619 1655
1620 m = op->map; 1656 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1658
1623 if (mflags & P_OUT_OF_MAP) continue; 1659 if (mflags & P_OUT_OF_MAP)
1660 continue;
1624 1661
1625 /* 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
1626 * of the map either. 1663 * of the map either.
1627 */ 1664 */
1628 1665
1629 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)))
1667 {
1668 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1669 op->stats.dam = dam_save / 2;
1670
1631 hit_map(op,j,op->attacktype,1); 1671 hit_map (op, j, op->attacktype, 1);
1632
1633 } 1672 }
1634 1673
1635 /* insert the other arch */ 1674 /* insert the other arch */
1636 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))))
1637 new_ob = arch_to_object(op->other_arch); 1676 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1677 }
1643 1678
1644 /* restore to the center location and damage*/ 1679 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1646 1681
1647 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);
1648 1683
1649 if(i>=0) { /* we have a preferred direction! */ 1684 if (i >= 0)
1685 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1686 /* pick another direction if the preferred dir is blocked. */
1651 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 ||
1652 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)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1690
1655 op->direction=i; 1691 op->direction = i;
1656 } 1692 }
1657} 1693}
1658 1694
1659
1660/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1661 * 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
1662 * 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
1663 * 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
1664 * 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
1665 * 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.
1666 */ 1701 */
1667 1702void
1668void move_swarm_spell(object *op) 1703move_swarm_spell (object *op)
1669{ 1704{
1670#if 0 1705#if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1672 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1673 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir; 1709 int adjustdir;
1675 mapstruct *m; 1710 maptile *m;
1676#endif 1711#endif
1677 int basedir; 1712 object *owner = op->env;
1678 object *owner;
1679 1713
1680 owner = get_owner(op); 1714 if (!owner) // MUST not happen, remove when true TODO
1681 if(op->duration == 0 || owner == NULL) { 1715 {
1682 remove_ob(op); 1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1683 free_object(op); 1717 op->destroy ();
1684 return; 1718 return;
1719 }
1720
1721 if (!op->duration || !owner->is_on_map ())
1685 } 1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1686 op->duration--; 1727 op->duration--;
1687 1728
1688 basedir = op->direction; 1729 int basedir = op->direction;
1689 if(basedir == 0) { 1730 if (!basedir)
1731 {
1690 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1692 } 1735 }
1693 1736
1694#if 0 1737#if 0
1695 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1740 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space. 1741 // space.
1699 // should be fixed later, but correctness before featurs... 1742 // should be fixed later, but correctness before features...
1700 // (schmorp) 1743 // (schmorp)
1701 1744
1702 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1703 * more uniform 1746 * more uniform
1704 */ 1747 */
1705 if(op->duration) { 1748 if (op->duration)
1749 {
1706 if(basedir & 1) { 1750 if (basedir & 1)
1751 {
1707 adjustdir = cardinal_adjust[rndm(0, 8)]; 1752 adjustdir = cardinal_adjust[rndm (0, 8)];
1753 }
1708 } else { 1754 else
1755 {
1709 adjustdir = diagonal_adjust[rndm(0, 9)]; 1756 adjustdir = diagonal_adjust[rndm (0, 9)];
1710 } 1757 }
1711 } else { 1758 }
1759 else
1760 {
1712 adjustdir = 0; /* fire the last one from forward. */ 1761 adjustdir = 0; /* fire the last one from forward. */
1713 } 1762 }
1714 1763
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; 1764 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; 1765 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1717 1766
1718 /* back up one space so we can hit point-blank targets, but this 1767 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below 1768 * necessitates extra out_of_map check below
1720 */ 1769 */
1721 origin_x = target_x - freearr_x[basedir]; 1770 origin_x = target_x - freearr_x[basedir];
1722 origin_y = target_y - freearr_y[basedir]; 1771 origin_y = target_y - freearr_y[basedir];
1723 1772
1724 1773
1725 /* 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
1726 * should just be a pointer to the spell in some inventory, 1775 * should just be a pointer to the spell in some inventory,
1727 * 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,
1728 * do some sanity checking anyways. 1777 * do some sanity checking anyways.
1729 */ 1778 */
1730 1779
1731 if (op->spell && op->spell->type == SPELL && 1780 if (op->spell && op->spell->type == SPELL &&
1732 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && 1781 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1733 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) { 1782 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1783 {
1734 1784
1735 /* Bullet spells have a bunch more customization that needs to be done */ 1785 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET) 1786 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell); 1787 fire_bullet (owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1788 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); 1789 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 } 1790 }
1741#endif 1791#endif
1742 1792
1743 /* spell pointer is set up for the spell this casts. Since this 1793 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory, 1794 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However, 1795 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways. 1796 * do some sanity checking anyways.
1747 */ 1797 */
1748 1798
1749 if (op->spell && op->spell->type == SPELL) 1799 if (op->spell && op->spell->type == SPELL)
1750 { 1800 {
1751 /* 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 */
1752 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 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);
1756 } 1806 }
1757} 1807}
1758
1759
1760
1761 1808
1762/* fire_swarm: 1809/* fire_swarm:
1763 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1764 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1765 * the parts of the swarm. 1812 * the parts of the swarm.
1768 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1769 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1771 * n: the number to be fired. 1818 * n: the number to be fired.
1772 */ 1819 */
1773 1820int
1774int fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1775{ 1822{
1776 object *tmp;
1777 int i;
1778
1779 if (!spell->other_arch) return 0; 1823 if (!spell->other_arch)
1824 return 0;
1780 1825
1781 tmp=get_archetype(SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1782 tmp->x=op->x; 1827
1783 tmp->y=op->y;
1784 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1785 set_spell_skill(op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1786
1787 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. */
1788 tmp->spell = arch_to_object(spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1789
1790 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1791 1832
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1793 if ( ! tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1794 return 1; 1835 return 1;
1795 } 1836
1796 tmp->duration = SP_level_duration_adjust(caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1797 for (i=0; i< spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1799 1840
1800 tmp->direction=dir;
1801 tmp->invisible=1; 1841 tmp->invisible = 1;
1802 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
1803 return 1; 1849 return 1;
1804} 1850}
1805
1806 1851
1807/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1808 * function. 1853 * function.
1809 */ 1854 */
1855int
1810int cast_light(object *op,object *caster,object *spell, int dir) { 1856cast_light (object *op, object *caster, object *spell, int dir)
1857{
1811 object *target=NULL,*tmp=NULL; 1858 object *target = NULL, *tmp = NULL;
1812 sint16 x,y; 1859 sint16 x, y;
1813 int dam, mflags; 1860 int dam, mflags;
1814 mapstruct *m; 1861 maptile *m;
1815 1862
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1864
1818 if(!dir) { 1865 if (dir)
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1820 return 0;
1821 } 1866 {
1822
1823 x=op->x+freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1824 y=op->y+freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1825 m = op->map; 1869 m = op->map;
1826 1870
1827 mflags = get_map_flags(m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1828 1872
1829 if (mflags & P_OUT_OF_MAP) { 1873 if (mflags & P_OUT_OF_MAP)
1874 {
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1831 return 0; 1876 return 0;
1832 } 1877 }
1833 1878
1834 if (mflags & P_IS_ALIVE && spell->attacktype) { 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1880 {
1835 for(target=get_map_ob(m,x,y);target;target=target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
1883 {
1837 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1885 if (target->head)
1838 if(target->head) target = target->head; 1886 target = target->head;
1887
1839 (void) hit_player(target,dam,op,spell->attacktype,1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1840 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1841 } 1890 }
1842 } 1891 }
1843 1892
1844 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1845 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 {
1846 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.");
1847 return 0; 1897 return 0;
1898 }
1848 } 1899 }
1849 1900
1850 /* 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 */
1851 tmp=arch_to_object(spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
1852 if(!tmp) { 1903 if (!tmp)
1904 {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1854 return 0; 1906 return 0;
1855 } 1907 }
1908
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1857 if (tmp->glow_radius) { 1911 if (tmp->glow_radius)
1858 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));
1859 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1913
1860 } 1914 if (dir)
1861 tmp->x=x; 1915 m->insert (tmp, x, y, op);
1862 tmp->y=y; 1916 else
1863 insert_ob_in_map(tmp,m,op,0); 1917 caster->outer_env ()->insert (tmp);
1918
1864 return 1; 1919 return 1;
1865} 1920}
1866
1867
1868
1869 1921
1870/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1871 * player and infects someone. 1923 * player and infects someone.
1872 * 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
1873 * 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
1874 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
1875 */ 1927 */
1876 1928int
1877int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
1930{
1878 sint16 x,y; 1931 sint16 x, y;
1879 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk; 1933 object *walk;
1881 mapstruct *m; 1934 maptile *m;
1882 1935
1883 x = op->x; 1936 x = op->x;
1884 y = op->y; 1937 y = op->y;
1885 1938
1886 /* 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
1887 * direction the player is pointing. 1940 * direction the player is pointing.
1888 */ 1941 */
1942 if (!dir)
1889 if (!dir) dir=op->facing; 1943 dir = op->facing;
1944
1945 if (!dir)
1890 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 */
1891 1947
1892 /* Calculate these once here */ 1948 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell); 1950 dam_mod = SP_level_dam_adjust (caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell); 1951 dur_mod = SP_level_duration_adjust (caster, spell);
1896 1952
1897 /* search in a line for a victim */ 1953 /* search in a line for a victim */
1898 for(i=1; i<range; i++) { 1954 for (i = 1; i < range; i++)
1955 {
1899 x = op->x + i * freearr_x[dir]; 1956 x = op->x + i * freearr_x[dir];
1900 y = op->y + i * freearr_y[dir]; 1957 y = op->y + i * freearr_y[dir];
1901 m = op->map; 1958 m = op->map;
1902 1959
1903 mflags = get_map_flags(m, &m, x, y, &x, &y); 1960 mflags = get_map_flags (m, &m, x, y, &x, &y);
1904 1961
1905 if (mflags & P_OUT_OF_MAP) return 0; 1962 if (mflags & P_OUT_OF_MAP)
1963 return 0;
1906 1964
1907 /* don't go through walls - presume diseases are airborne */ 1965 /* don't go through walls - presume diseases are airborne */
1908 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;
1909 1968
1910 /* 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 */
1911 if (mflags & P_IS_ALIVE) { 1970 if (mflags & P_IS_ALIVE)
1971 {
1912 /* search this square for a victim */ 1972 /* search this square for a victim */
1913 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)
1914 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 */
1915 object *disease = arch_to_object(spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
1916 1977
1917 set_owner(disease,op); 1978 disease->set_owner (op);
1918 set_spell_skill(op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
1919 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell); 1981 disease->level = casting_level (caster, spell);
1921 1982
1922 /* do level adjustments */ 1983 /* do level adjustments */
1923 if(disease->stats.wc) 1984 if (disease->stats.wc)
1924 disease->stats.wc += dur_mod/2; 1985 disease->stats.wc += dur_mod / 2;
1925 1986
1926 if(disease->magic> 0) 1987 if (disease->magic > 0)
1927 disease->magic += dur_mod/4; 1988 disease->magic += dur_mod / 8;
1928 1989
1929 if(disease->stats.maxhp>0) 1990 if (disease->stats.maxhp > 0)
1930 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
1931 1992
1932 if(disease->stats.maxgrace>0) 1993 if (disease->stats.maxgrace > 0)
1933 disease->stats.maxgrace += dur_mod; 1994 disease->stats.maxgrace += dur_mod;
1934 1995
1935 if(disease->stats.dam) { 1996 if (disease->stats.dam)
1936 if(disease->stats.dam > 0)
1937 disease->stats.dam += dam_mod;
1938 else disease->stats.dam -= dam_mod;
1939 }
1940
1941 if(disease->last_sp) {
1942 disease->last_sp -= 2*dam_mod;
1943 if(disease->last_sp <1) disease->last_sp = 1;
1944 }
1945
1946 if(disease->stats.maxsp) {
1947 if(disease->stats.maxsp > 0)
1948 disease->stats.maxsp += dam_mod;
1949 else disease->stats.maxsp -= dam_mod;
1950 }
1951 1997 {
1952 if(disease->stats.ac) 1998 if (disease->stats.dam > 0)
1953 disease->stats.ac += dam_mod; 1999 disease->stats.dam += dam_mod;
1954 2000 else
1955 if(disease->last_eat)
1956 disease->last_eat -= dam_mod;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod; 2001 disease->stats.dam -= dam_mod;
1960
1961 if(disease->stats.sp)
1962 disease->stats.sp -= dam_mod;
1963
1964 if(infect_object(walk,disease,1)) {
1965 object *flash; /* visual effect for inflicting disease */
1966
1967 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1968
1969 free_object(disease); /* don't need this one anymore */
1970 flash=get_archetype(ARCH_DETECT_MAGIC);
1971 flash->x = x;
1972 flash->y = y;
1973 flash->map = walk->map;
1974 insert_ob_in_map(flash,walk->map,op,0);
1975 return 1;
1976 } 2002 }
1977 free_object(disease); 2003
2004 if (disease->last_sp)
2005 {
2006 disease->last_sp -= 2 * dam_mod;
2007 if (disease->last_sp < 1)
2008 disease->last_sp = 1;
1978 } 2009 }
2010
2011 if (disease->stats.maxsp)
2012 {
2013 if (disease->stats.maxsp > 0)
2014 disease->stats.maxsp += dam_mod;
2015 else
2016 disease->stats.maxsp -= dam_mod;
2017 }
2018
2019 if (disease->stats.ac)
2020 disease->stats.ac += dam_mod;
2021
2022 if (disease->last_eat)
2023 disease->last_eat -= dam_mod;
2024
2025 if (disease->stats.hp)
2026 disease->stats.hp -= dam_mod;
2027
2028 if (disease->stats.sp)
2029 disease->stats.sp -= dam_mod;
2030
2031 if (infect_object (walk, disease, 1))
2032 {
2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2034
2035 disease->destroy (); /* don't need this one anymore */
2036 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2037 return 1;
2038 }
2039
2040 disease->destroy ();
2041 }
1979 } /* if living creature */ 2042 } /* if living creature */
1980 } /* for range of spaces */ 2043 } /* for range of spaces */
2044
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1982 return 1; 2046 return 1;
1983} 2047}

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