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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.83 by root, Mon Mar 2 11:45:19 2009 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
104/*************************************************************************** 103/***************************************************************************
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 134 return;
135 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 141
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165 161void
166void move_bolt(object *op) { 162move_bolt (object *op)
167 object *tmp; 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 mapstruct *m; 166 maptile *m;
171 167
172 if(--(op->duration)<0) { 168 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 169 {
170 op->drop_and_destroy ();
171 return;
172 }
173
177 hit_map(op,0,op->attacktype,1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
179 if(!op->direction) 176 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 177 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 178
250 /* New forking code. Possibly create forks of this object 179 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 180 op->range = 0;
261 } /* copy object and move it along */ 181 else
262 } /* if move bolt along */ 182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
189 return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
199 return;
200
201 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling
204 * on the diagonal, it is trickier - eg, a bolt travelling
205 * northwest bounces different if it hits a north/south
206 * wall (bounces to northeast) vs an east/west (bounces
207 * to the southwest.
208 */
209 if (op->direction & 1)
210 op->direction = absdir (op->direction + 4);
211 else
212 {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 if (left == right)
231 op->direction = absdir (op->direction + 4);
232 else if (left)
233 op->direction = absdir (op->direction + 2);
234 else if (right)
235 op->direction = absdir (op->direction - 2);
236 }
237
238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else
242 { /* Create a copy of this object and put it ahead */
243 object *tmp = op->clone ();
244
245 m->insert (tmp, x, y, op);
246 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
255
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0;
260 } /* copy object and move it along */
261 } /* if move bolt along */
263} 262}
264 263
265/* fire_bolt 264/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 268 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
271 * pointers. 270 * pointers.
272 */ 271 */
273 272int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
275 object *tmp=NULL; 275 object *tmp = NULL;
276 int mflags; 276 int mflags;
277 277
278 if (!spob->other_arch) 278 if (!spob->other_arch)
279 return 0; 279 return 0;
280 280
281 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 282 if (tmp == NULL)
283 return 0; 283 return 0;
284 284
285 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 288
289 if (spob->slaying)
290 tmp->slaying = spob->slaying;
291
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
293 296
294 tmp->direction=dir; 297 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
297 300
298 set_owner(tmp,op); 301 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
300 303
301 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 306 tmp->map = op->map;
304 307
308 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 311 {
312 tmp->drop_and_destroy ();
313 return 0;
314 }
315
316 tmp->map = newmap;
317
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 321 {
322 tmp->drop_and_destroy ();
313 return 0; 323 return 0;
314 } 324 }
315 tmp->x=op->x; 325
316 tmp->y=op->y; 326 tmp->x = op->x;
327 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 329 tmp->map = op->map;
319 } 330 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 333 move_bolt (tmp);
334
322 return 1; 335 return 1;
323} 336}
324
325
326 337
327/*************************************************************************** 338/***************************************************************************
328 * 339 *
329 * BULLET/BALL CODE 340 * BULLET/BALL CODE
330 * 341 *
331 ***************************************************************************/ 342 ***************************************************************************/
332 343
333/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 346 * At least that is what I think this does.
336 */ 347 */
348void
337void explosion(object *op) { 349explosion (object *op)
338 object *tmp; 350{
339 mapstruct *m=op->map; 351 maptile *m = op->map;
340 int i; 352 int i;
341 353
342 if(--(op->duration)<0) { 354 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 355 {
356 op->destroy ();
357 return;
358 }
359
347 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
348 361
349 if(op->range>0) { 362 if (op->range > 0)
350 for(i=1;i<9;i++) { 363 {
364 for (i = 1; i < 9; i++)
365 {
351 sint16 dx,dy; 366 sint16 dx, dy;
352 367
353 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
355 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 372 * out of map, etc.
357 */ 373 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 375 {
360 copy_object(op,tmp); 376 object *tmp = op->clone ();
361 tmp->state=0; 377
362 tmp->speed_left= -0.21; 378 tmp->state = 0;
363 tmp->range--; 379 tmp->speed_left = -0.21f;
364 tmp->value=0; 380 tmp->range--;
365 tmp->x=dx; 381 tmp->value = 0;
366 tmp->y=dy; 382
367 insert_ob_in_map(tmp,m,op,0); 383 m->insert (tmp, dx, dy, op);
384 }
385 }
368 } 386 }
369 }
370 }
371} 387}
372
373 388
374/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
376 * explode. 391 * explode.
377 */ 392 */
393void
378void explode_bullet(object *op) 394explode_bullet (object *op)
379{ 395{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 396 object *tmp, *owner;
382 397
383 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 401 op->destroy ();
386 free_object (op); 402 return;
387 return;
388 } 403 }
389 404
390 if (op->env) { 405 if (op->env)
391 object *env; 406 {
407 object *env = op->outer_env ();
392 408
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 412 op->destroy ();
397 free_object (op);
398 return; 413 return;
399 } 414 }
400 remove_ob (op); 415
401 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 417 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 418 else if (out_of_map (op->map, op->x, op->y))
419 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 421 op->destroy ();
407 free_object (op); 422 return;
408 return; 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)
409 } 429 {
430 op->destroy ();
431 return;
432 }
410 433
411 if (op->attacktype) { 434 if (op->attacktype)
435 {
412 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 437
438 if (op->destroyed ())
414 return; 439 return;
415 } 440 }
416 441
417 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
419 444
420 copy_owner (tmp, op); 445 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 447
424 owner = get_owner(op); 448 owner = op->owner;
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
426 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 454 {
431 tmp->x = op->x; 455 op->destroy ();
432 tmp->y = op->y; 456 return;
457 }
433 458
434 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
436 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 463 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 465 tmp->duration = op->duration;
440 } else { 466 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
442 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
446 /* 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 -
447 * the count of the parent should work fine. 477 * the count of the parent should work fine.
448 */ 478 */
449 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
450 } 480 }
451 481
452 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
455 485
456 /* Prevent recursion */ 486 /* Prevent recursion */
457 op->move_on = 0; 487 op->move_on = 0;
458 488
459 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
460 /* remove the firebullet */ 492 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
462 remove_ob (op);
463 free_object (op);
464 }
465} 494}
466
467
468 495
469/* 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
470 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
471 */ 498 */
472 499void
473void check_bullet(object *op) 500check_bullet (object *op)
474{ 501{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 502 object *tmp;
477 int dam, mflags; 503 int dam, mflags;
478 mapstruct *m; 504 maptile *m;
479 sint16 sx, sy; 505 sint16 sx, sy;
480 506
481 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);
482 508
483 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)))
484 return; 510 return;
485 511
486 if (op->other_arch) { 512 if (op->other_arch)
513 {
487 /* explode object will also remove op */ 514 /* explode object will also remove op */
488 explode_bullet (op); 515 explode_bullet (op);
489 return; 516 return;
490 } 517 }
491 518
492 /* 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 */
493 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
494 522
495 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)
496 { 524 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 526 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
501 || (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)
502 { 531 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 533 {
505 free_object(op); 534 op->destroy ();
506 return; 535 return;
507 } 536 }
508 } 537 }
509 } 538 }
510 } 539 }
511} 540}
512
513 541
514/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 543 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
518 */ 546 */
519 547void
520void move_bullet(object *op) 548move_bullet (object *op)
521{ 549{
522 sint16 new_x, new_y; 550 sint16 new_x, new_y;
523 int mflags; 551 int mflags;
524 mapstruct *m; 552 maptile *m;
525 553
526#if 0 554#if 0
527 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
528 556
529 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 559 if (op->stats.sp == SP_METEOR)
560 {
532 replace_insert_ob_in_map("fire_trail",op); 561 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
534 return; 563 return;
535 } /* end addition. */ 564 } /* end addition. */
536#endif 565#endif
537 566
538 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 568 if (--op->range <= 0)
569 {
540 if (op->other_arch) { 570 if (op->other_arch)
541 explode_bullet (op); 571 explode_bullet (op);
542 } else { 572 else
543 remove_ob (op); 573 op->destroy ();
544 free_object (op); 574
545 }
546 return; 575 return;
547 } 576 }
548 577
549 new_x = op->x + DIRX(op); 578 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 579 new_y = op->y + DIRY (op);
551 m = op->map; 580 m = op->map;
552 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);
553 582
554 if (mflags & P_OUT_OF_MAP) { 583 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 584 {
556 free_object (op); 585 op->destroy ();
557 return; 586 return;
558 } 587 }
559 588
560 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 {
561 if (op->other_arch) { 591 if (op->other_arch)
562 explode_bullet (op); 592 explode_bullet (op);
563 } else { 593 else
564 remove_ob (op); 594 op->destroy ();
565 free_object (op); 595
566 }
567 return; 596 return;
568 } 597 }
569 598
570 remove_ob (op); 599 if (!(op = m->insert (op, new_x, new_y, op)))
571 op->x = new_x;
572 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
574 return; 600 return;
575 601
576 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
577 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 605 update_turn_face (op);
579 } else { 606 }
607 else
580 check_bullet (op); 608 check_bullet (op);
581 }
582} 609}
583
584
585
586 610
587/* fire_bullet 611/* fire_bullet
588 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
589 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
590 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
591 * spob->attacktype. 615 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
593 * pointers. 617 * pointers.
594 */ 618 */
595 619int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
597 object *tmp=NULL; 622 object *tmp = NULL;
598 int mflags; 623 int mflags;
599 624
600 if (!spob->other_arch) 625 if (!spob->other_arch)
601 return 0; 626 return 0;
602 627
603 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
604 if(tmp==NULL) 629 if (!tmp)
605 return 0; 630 return 0;
606 631
607 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
608 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);
609 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 635 if (spob->slaying)
636 tmp->slaying = spob->slaying;
611 637
612 tmp->range = 50; 638 tmp->range = 50;
613 639
614 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 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);
618 644
619 tmp->direction=dir; 645 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
622 648
623 set_owner(tmp,op); 649 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
625 651
626 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 654 tmp->map = op->map;
629 655
656 maptile *newmap;
630 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);
631 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 659 {
660 tmp->destroy ();
661 return 0;
662 }
663
664 tmp->map = newmap;
665
635 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 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 669 {
670 tmp->destroy ();
638 return 0; 671 return 0;
639 } 672 }
640 tmp->x=op->x; 673
641 tmp->y=op->y; 674 tmp->x = op->x;
675 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 676 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 677 tmp->map = op->map;
644 } 678 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 679
680 if ((tmp = tmp->insert_at (tmp, op)))
646 check_bullet (tmp); 681 check_bullet (tmp);
647 } 682
648 return 1; 683 return 1;
649} 684}
650
651
652
653 685
654/***************************************************************************** 686/*****************************************************************************
655 * 687 *
656 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
657 * 689 *
658 *****************************************************************************/ 690 *****************************************************************************/
659 691
660
661/* 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
662void cone_drop(object *op) { 694cone_drop (object *op)
695{
663 object *new_ob = arch_to_object(op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
664 697
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level; 698 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 699 new_ob->set_owner (op->owner);
669 700
670 /* preserve skill ownership */ 701 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 702 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill); 703 new_ob->skill = op->skill;
673 new_ob->skill = add_refcount(op->skill); 704
674 } 705 new_ob->insert_at (op, op);
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677} 706}
678 707
679/* 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 */
680 709
710void
681void move_cone(object *op) { 711move_cone (object *op)
682 int i; 712{
683 tag_t tag;
684
685 /* 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 */
686 if (! op->map) { 714 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 } 715 {
716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
717 op->set_speed (0);
718 return;
719 }
693 720
694 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
723 {
696 hit_map(op,0,op->attacktype,0); 724 hit_map (op, 0, op->attacktype, 0);
697 return; 725 return;
698 } 726 }
699 727
700#if 0 728#if 0
701 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 730 * when their cone dies when they die.
703 */ 731 */
704 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 733 if (op->owner == NULL)
706 remove_ob(op); 734 {
707 free_object(op); 735 op->destroy ();
708 return; 736 return;
709 } 737 }
710#endif 738#endif
711 739
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 740 hit_map (op, 0, op->attacktype, 0);
714 741
742 if (!op->is_on_map ())
743 return;
744
715 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
717 * degree. 747 * degree.
718 */ 748 */
749 if (op->weight)
750 {
719 if(op->weight) check_spell_knockback(op); 751 check_spell_knockback (op);
720 752
721 if (was_destroyed (op, tag)) 753 if (!op->is_on_map ())
722 return; 754 return;
755 }
723 756
724 if((op->duration--)<0) { 757 if (op->duration-- < 0)
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 758 {
759 op->destroy ();
760 return;
761 }
729 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 763 * any further. When the duration above expires,
731 * then the object will get removed. 764 * then the object will get removed.
732 */ 765 */
733 if (--op->range < 0) { 766 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 767 {
768 op->range = 0; /* just so it doesn't wrap */
769 return;
770 }
737 771
738 for(i= -1;i<2;i++) { 772 for (int i = -1; i <= 1; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 773 {
740 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
741 775
742 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))
743 object *tmp=get_object(); 777 {
744 copy_object(op, tmp); 778 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 779
748 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
749 781
750 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 784
753 if (tmp->other_arch) cone_drop(tmp); 785 op->map->insert (tmp, x, y, op);
754 } 786
787 if (tmp->other_arch)
788 cone_drop (tmp);
789 }
755 } 790 }
756} 791}
757 792
758/* cast_cone: casts a cone spell. 793/* cast_cone: casts a cone spell.
759 * op: person firing the object. 794 * op: person firing the object.
761 * dir: direction to fire in. 796 * dir: direction to fire in.
762 * 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
763 * to fire. 798 * to fire.
764 * returns 0 on failure, 1 on success. 799 * returns 0 on failure, 1 on success.
765 */ 800 */
801int
766int cast_cone(object *op, object *caster,int dir, object *spell) 802cast_cone (object *op, object *caster, int dir, object *spell)
767{ 803{
768 object *tmp; 804 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 805 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 806 maptile *m;
771 sint16 sx, sy; 807 sint16 sx, sy;
772 MoveType movetype; 808 MoveType movetype;
773 809
774 if (!spell->other_arch) return 0; 810 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 811 return 0;
812
813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
816 return 0;
817 }
782 818
783 if(!dir) { 819 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 820 {
821 range_min = 0;
822 range_max = 8;
823 }
787 824
788 /* 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
789 * 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
790 * insert it into is blocked. 827 * insert it into is blocked.
791 */ 828 */
792 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
793 830
794 for(i=range_min;i<=range_max;i++) { 831 for (i = range_min; i <= range_max; i++)
795 sint16 x,y, d; 832 {
833 sint16 x, y;
796 834
797 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
798 * 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
799 * 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
800 * to hit that person. 838 * to hit that person.
801 */ 839 */
802 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
803 while (d < 0) d+=8;
804 while (d > 8) d-=8;
805 841
806 /* 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.
807 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 846 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 847 * for the rune code.
812 */ 848 */
813 if (caster->type != RUNE && d==0) { 849 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 850 {
815 else continue; 851 if (dir != 0)
816 } 852 d = 8;
853 else
854 continue;
855 }
817 856
818 x = op->x+freearr_x[d]; 857 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 858 y = op->y + freearr_y[d];
820 859
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 860 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 861 continue;
823 862
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 864 continue;
826 865
827 success=1; 866 success = 1;
828 tmp=arch_to_object(spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 868 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 871 tmp->attacktype = spell->attacktype;
835 872
836 /* holy word stuff */ 873 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 875 if (!tailor_god_spell (tmp, op))
839 } 876 return 0;
840 877
841 if(dir) 878 if (dir)
842 tmp->stats.sp=dir; 879 tmp->stats.sp = dir;
843 else 880 else
844 tmp->stats.sp=i; 881 tmp->stats.sp = i;
845 882
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 883 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 884
848 /* 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 */
849 if (dir == 0) { 886 if (dir == 0)
887 {
850 tmp->range /= 4; 888 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 889 if (tmp->range < 2 && spell->range >= 2)
852 } 890 tmp->range = 2;
891 }
892
853 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);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 894 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 895
856 /* Special bonus for fear attacks */ 896 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 897 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 898 {
859 else 899 if (caster->type == PLAYER)
900 tmp->duration += fear_bonus[caster->stats.Cha];
901 else
860 tmp->duration += caster->level/3; 902 tmp->duration += caster->level / 3;
861 } 903 }
904
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 905 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 906 {
864 else 907 if (caster->type == PLAYER)
908 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
909 else
865 tmp->duration += caster->level/3; 910 tmp->duration += caster->level / 3;
866 } 911 }
867 912
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
870 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);
871 spell->other_arch->name);
872 915
873 if (!tmp->move_on && tmp->stats.dam) { 916 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
875 "cast_cone(): arch %s doesn't have move_on set\n",
876 spell->other_arch->name);
877 }
878 insert_ob_in_map(tmp,m,op,0);
879 918
919 m->insert (tmp, sx, sy, op);
920
880 /* 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
881 * a single space too many times. 922 * a single space too many times.
882 */ 923 */
883 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
884 925
885 if(tmp->other_arch) cone_drop(tmp); 926 if (tmp->other_arch)
927 cone_drop (tmp);
886 } 928 }
929
887 return success; 930 return success;
888} 931}
889 932
890/**************************************************************************** 933/****************************************************************************
891 * 934 *
892 * BOMB related code 935 * BOMB related code
893 * 936 *
894 ****************************************************************************/ 937 ****************************************************************************/
895 938
896
897/* This handles an exploding bomb. 939/* This handles an exploding bomb.
898 * op is the original bomb object. 940 * op is the original bomb object.
899 */ 941 */
942void
900void animate_bomb(object *op) { 943animate_bomb (object *op)
901 int i; 944{
902 object *env, *tmp;
903 archetype *at;
904
905 if(op->state!=NUM_ANIMATIONS(op)-1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 946 return;
907 947
908 env = object_get_env_recursive(op); 948 object *env = op->outer_env ();
909 949
910 if (op->env) { 950 if (op->env)
951 {
911 if (env->map == NULL) 952 if (env->map == NULL)
912 return; 953 return;
913 954
914 if (env->type == PLAYER) 955 if (!(op = op->insert_at (env, op)))
915 esrv_del_item(env->contr, op->count); 956 return;
957 }
916 958
917 remove_ob(op); 959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
918 op->x = env->x; 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
919 op->y = env->y; 961 // as bombs can be carried.
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 962 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
963 {
964 op->destroy ();
921 return; 965 return;
922 } 966 }
923 967
924 /* This copies a lot of the code from the fire bullet, 968 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 970 * so just set up the appropriate values.
927 */ 971 */
928 at = find_archetype(SPLINT); 972 if (archetype *at = archetype::find (SPLINT))
929 if (at) { 973 {
930 for(i=1;i<9;i++) { 974 for (int i = 1; i < 9; i++)
975 {
931 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]))
932 continue; 977 continue;
933 tmp = arch_to_object(at); 978
979 object *tmp = arch_to_object (at);
934 tmp->direction = i; 980 tmp->direction = i;
935 tmp->range = op->range; 981 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 983 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 985 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 986 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 987 tmp->skill = op->skill;
942 tmp->skill = add_refcount(op->skill); 988
989 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
990 SET_ANIMATION (tmp, i);
991
992 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
993 move_bullet (tmp);
994 }
943 } 995 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i);
946 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0);
949 move_bullet(tmp);
950 }
951 }
952 996
953 explode_bullet(op); 997 explode_bullet (op);
954} 998}
955 999
1000int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1001create_bomb (object *op, object *caster, int dir, object *spell)
957 1002{
958 object *tmp; 1003 object *tmp;
959 int mflags; 1004 int mflags;
960 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];
961 mapstruct *m; 1006 maptile *m;
962 1007
963 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 {
964 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 {
965 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.");
966 return 0; 1019 return 0;
1020 }
967 } 1021 }
1022
968 tmp=arch_to_object(spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
969 1024
970 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 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);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1028 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1029 tmp->attacktype = spell->attacktype;
975 1030
976 set_owner(tmp,op); 1031 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1032 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1033
979 tmp->y=dy; 1034 m->insert (tmp, dx, dy, op);
980 insert_ob_in_map(tmp,m,op,0);
981 return 1; 1035 return 1;
982} 1036}
983 1037
984/**************************************************************************** 1038/****************************************************************************
985 * 1039 *
986 * smite related spell code. 1040 * smite related spell code.
994 * dir is the direction to look in. 1048 * dir is the direction to look in.
995 * range is how far out to look. 1049 * range is how far out to look.
996 * 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.
997 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
998 */ 1052 */
999 1053object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1054get_pointed_target (object *op, int dir, int range, int type)
1055{
1001 object *target; 1056 object *target;
1002 sint16 x,y; 1057 sint16 x, y;
1003 int dist, mflags; 1058 int dist, mflags;
1004 mapstruct *mp; 1059 maptile *mp;
1005 1060
1006 if (dir==0) return NULL; 1061 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1062 return NULL;
1028}
1029 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}
1030 1088
1031/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1033 * usual params - 1091 * usual params -
1034 * op = player 1092 * op = player
1035 * caster = object casting the spell. 1093 * caster = object casting the spell.
1036 * dir = direction being cast 1094 * dir = direction being cast
1037 * spell = spell object 1095 * spell = spell object
1038 */ 1096 */
1039 1097int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1099{
1041 object *effect, *target; 1100 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1101 object *god = find_god (determine_god (op));
1043 int range; 1102 int range;
1044 1103
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1104 range = spell->range + SP_level_range_adjust (caster, spell);
1046 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);
1047 1106
1048 /* Bunch of conditions for casting this spell. Note that only 1107 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1108 * require a god if this is a cleric spell (requires grace).
1050 * 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
1051 * 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
1052 * interesting spell. 1111 * interesting spell.
1053 * 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
1054 * can't be friendly to your god. 1113 * can't be friendly to your god.
1055 */ 1114 */
1056 1115
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1058 ||(!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1119 || (god && target->title == god->name)
1060 ||(target->race && god && strstr(target->race,god->race))) { 1120 || (god && target->race.contains (god->race)))
1121 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1123 return 0;
1063 } 1124 }
1064 1125
1065 if (spell->other_arch) 1126 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1067 else 1128 else
1068 return 0; 1129 return 0;
1069 1130
1070 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1135 {
1074 if(tailor_god_spell(effect,op)) 1136 if (tailor_god_spell (effect, op))
1075 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));
1076 "%s answers your call!",determine_god(op));
1077 else { 1138 else
1139 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1141 return 0;
1080 } 1142 }
1081 } 1143 }
1082 1144
1083 /* size of the area of destruction */ 1145 /* size of the area of destruction */
1084 effect->range=spell->range + 1146 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1147 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1148
1089 if (effect->attacktype & AT_DEATH) { 1149 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1150 {
1091 SP_level_dam_adjust(caster,spell); 1151 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1152
1093 /* casting death spells at undead isn't a good thing */ 1153 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1154 if (QUERY_FLAG (target, FLAG_UNDEAD))
1155 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1156 if (random_roll (0, 2, op, PREFER_LOW))
1157 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1158 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1159 effect->x = op->x;
1098 effect->y=op->y; 1160 effect->y = op->y;
1099 } else { 1161 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1162 else
1101 query_name(target)); 1163 {
1164 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1165 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1166 effect->destroy ();
1104 return 0; 1167 return 0;
1168 }
1169 }
1105 } 1170 }
1106 } 1171 else
1107 } else { 1172 {
1108 /* how much woe to inflict :) */ 1173 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1174 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1175 }
1112 1176
1113 set_owner(effect,op); 1177 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1178 set_spell_skill (op, caster, spell, effect);
1115 1179
1116 /* ok, tell it where to be, and insert! */ 1180 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1181 effect->insert_at (target, op);
1118 effect->y=target->y; 1182
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1; 1183 return 1;
1122} 1184}
1123
1124 1185
1125/**************************************************************************** 1186/****************************************************************************
1126 * 1187 *
1127 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1128 * 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
1129 * code here is just to move the missile. 1190 * code here is just to move the missile.
1130 ****************************************************************************/ 1191 ****************************************************************************/
1131 1192
1132/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1194void
1133void move_missile(object *op) { 1195move_missile (object *op)
1134 int i, mflags; 1196{
1135 object *owner;
1136 sint16 new_x, new_y;
1137 mapstruct *m;
1138
1139 if (op->range-- <=0) { 1197 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1198 {
1199 op->drop_and_destroy ();
1200 return;
1201 }
1144 1202
1145 owner = get_owner(op); 1203 mapxy pos (op);
1146#if 0 1204 pos.move (op->direction);
1147 /* It'd make things nastier if this wasn't here - spells cast by 1205
1148 * monster that are then killed would continue to survive 1206 if (!pos.normalise ())
1149 */
1150 if (owner == NULL) {
1151 remove_ob(op);
1152 free_object(op);
1153 return;
1154 } 1207 {
1155#endif 1208 op->destroy ();
1209 return;
1210 }
1156 1211
1157 new_x = op->x + DIRX(op); 1212 mapspace &ms = pos.ms ();
1158 new_y = op->y + DIRY(op);
1159 1213
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1161 1215 {
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1164 tag_t tag = op->count;
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1167 * 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.
1168 */ 1219 */
1169 if ( ! was_destroyed (op, tag)) { 1220 op->destroy ();
1170 remove_ob (op); 1221 return;
1171 free_object(op); 1222 }
1172 } 1223
1173 return; 1224 if (!op->direction)
1174 } 1225 {
1175 1226 op->destroy ();
1176 remove_ob(op); 1227 return;
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1178 free_object(op);
1179 return;
1180 } 1228 }
1181 op->x = new_x; 1229
1182 op->y = new_y; 1230 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1183 op->map = m;
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1185 if(i > 0 && i != op->direction){ 1231 if (i > 0 && i != op->direction)
1232 {
1186 op->direction=i; 1233 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1188 } 1235 }
1189 insert_ob_in_map(op,op->map,op,0); 1236
1237 pos.insert (op, op);
1190} 1238}
1191 1239
1192/**************************************************************************** 1240/****************************************************************************
1193 * Destruction 1241 * Destruction
1194 ****************************************************************************/ 1242 ****************************************************************************/
1243
1195/* make_object_glow() - currently only makes living objects glow. 1244/* make_object_glow() - currently only makes living objects glow.
1196 * 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
1197 * object. if time is 0, the object glows permanently. To truely 1246 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1247 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1248 * give them the capability to have an inventory. b.t.
1200 */ 1249 */
1201 1250int
1202int make_object_glow(object *op, int radius, int time) { 1251make_object_glow (object *op, int radius, int time)
1203 object *tmp; 1252{
1204
1205 /* some things are unaffected... */ 1253 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1254 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1255 return 0;
1208 1256
1209 tmp=get_archetype(FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1259 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1214 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII;
1216
1217 tmp->x=op->x;
1218 tmp->y=op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1262 tmp = insert_ob_in_ob (tmp, op);
1263
1221 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1223 1266
1224 if(!tmp->env||op!=tmp->env) {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1226 op->name);
1227 return 0;
1228 }
1229 return 1; 1267 return 1;
1230} 1268}
1231 1269
1232 1270int
1233
1234
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1271cast_destruction (object *op, object *caster, object *spell_ob)
1236 int i,j, range, mflags, friendly=0, dam, dur; 1272{
1237 sint16 sx,sy;
1238 mapstruct *m;
1239 object *tmp;
1240 const char *skill;
1241
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 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);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1246 1276
1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1278
1247 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route.
1252 */ 1281 */
1253 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1284 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1286 else if (caster->skill)
1287 op->skill = caster->skill;
1288 else
1256 else op->skill = NULL; 1289 op->skill = 0;
1257 1290
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1259 1292
1260 for(i= -range; i<range; i++) { 1293 unordered_mapwalk (op, -range, -range, range, range)
1261 for(j=-range; j<range ; j++) { 1294 {
1262 m = op->map; 1295 mapspace &ms = m->at (nx, ny);
1263 sx = op->x + i; 1296
1264 sy = op->y + j;
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue;
1267 if (mflags & P_IS_ALIVE) { 1297 if (ms.flags () & P_IS_ALIVE)
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1270 } 1300 {
1271 if (tmp) { 1301 tmp = tmp->head_ ();
1272 if (tmp->head) tmp=tmp->head;
1273 1302
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1305 {
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1307 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1309
1279 tmp = arch_to_object(spell_ob->other_arch); 1310 if (spell_ob->other_arch)
1280 tmp->x = sx; 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1281 tmp->y = sy; 1312 }
1282 insert_ob_in_map(tmp, m, op, 0); 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1283 } 1314 {
1284 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1286 tmp->resist[ATNR_MAGIC]!=100) {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1288 object *effect = arch_to_object(spell_ob->other_arch); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1289 effect->x = sx; 1317 }
1290 effect->y = sy; 1318 }
1291 insert_ob_in_map(effect, m, op, 0); 1319 }
1292 }
1293 }
1294 }
1295 }
1296 } 1320 }
1297 } 1321
1298 }
1299 op->skill = skill; 1322 op->skill = skill;
1300 return 1; 1323 return 1;
1301} 1324}
1302 1325
1303/*************************************************************************** 1326/***************************************************************************
1304 * 1327 *
1305 * CURSE 1328 * CURSE
1306 * 1329 *
1307 ***************************************************************************/ 1330 ***************************************************************************/
1308 1331
1332int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1334{
1310 object *god = find_god(determine_god(op)); 1335 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1336 object *tmp, *force;
1312 1337
1313 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);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1339 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1340 {
1341 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1342 return 0;
1343 }
1320 1344
1345 tmp = tmp->head_ ();
1346
1321 /* 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. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1348 for (force = tmp->inv; force; force = force->below)
1349 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1351 {
1324 if (force->name == spell_ob->name) { 1352 if (force->name == spell_ob->name)
1325 break; 1353 {
1326 } 1354 break;
1355 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1356 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1357 {
1329 "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);
1330 spell_ob->name, force->name_pl); 1359 return 0;
1331 return 0; 1360 }
1361 }
1332 } 1362 }
1333 } 1363
1364 if (!force)
1334 } 1365 {
1335
1336 if(force==NULL) {
1337 force=get_archetype(FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name); 1368
1340 if (spell_ob->race) 1369 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1370 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1371 else
1372 force->name = spell_ob->name;
1373
1374 force->name_pl = spell_ob->name;
1375
1376 }
1377 else
1378 {
1348 int duration; 1379 int duration;
1349 1380
1350 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;
1351 if (duration > force->duration) { 1382 if (duration > force->duration)
1383 {
1352 force->duration = duration; 1384 force->duration = duration;
1353 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.");
1354 } else { 1386 }
1387 else
1355 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.");
1356 } 1389
1357 return 1; 1390 return 1;
1358 } 1391 }
1392
1359 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;
1360 force->speed = 1.0; 1394 force->speed = 1.f;
1361 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1362 SET_FLAG(force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1363 1397
1364 if(god) { 1398 if (god)
1399 {
1365 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1402 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1403 force->path_denied = god->path_denied;
1369 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);
1370 "You are a victim of %s's curse!",god->name); 1405 }
1371 } else 1406 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1408
1374 1409
1375 if(tmp!=op && op->type==PLAYER) 1410 if (tmp != op && op->type == PLAYER)
1376 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);
1377 1412
1378 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1380 1415
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1417 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1418 tmp->update_stats ();
1384 return 1; 1419 return 1;
1385 1420
1386} 1421}
1387
1388 1422
1389/********************************************************************** 1423/**********************************************************************
1390 * mood change 1424 * mood change
1391 * 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
1392 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1393 ***********************************************************************/ 1427 ***********************************************************************/
1394 1428
1395/* This covers the various spells that change the moods of monsters - 1429/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1430 * makes them angry, peacful, friendly, etc.
1397 */ 1431 */
1432int
1398int mood_change(object *op, object *caster, object *spell) { 1433mood_change (object *op, object *caster, object *spell)
1434{
1399 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1401 sint16 x, y, nx, ny;
1402 mapstruct *m;
1403 const char *race; 1437 const char *race;
1404 1438
1405 /* 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
1406 * doing it over and over again. 1440 * doing it over and over again.
1407 */ 1441 */
1408 god=find_god(determine_god(op)); 1442 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1443 level = casting_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1445
1412 /* 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_...
1413 * 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
1414 * won't ever match anything. 1448 * won't ever match anything.
1415 */ 1449 */
1416 if (!spell->race) race=NULL; 1450 if (!spell->race)
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1451 race = NULL;
1418 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1453 race = god->slaying;
1454 else if (god && spell->race == shstr_GOD_FRIEND)
1455 race = god->race;
1456 else
1419 else race = spell->race; 1457 race = spell->race;
1458
1459 unordered_mapwalk (op, -range, -range, range, range)
1420 1460 {
1461 mapspace &ms = m->at (nx, ny);
1421 1462
1422 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) {
1424
1425 done_one=0;
1426 m = op->map;
1427 nx = x;
1428 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue;
1431
1432 /* 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 */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1464 if (!ms.flags () & P_IS_ALIVE)
1465 continue;
1434 1466
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1467 // players can only affect spaces that they can actually see
1436 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;
1437 1472
1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1474 if (tmp->flag [FLAG_MONSTER])
1475 break;
1476
1438 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1478 if (!tmp)
1479 continue;
1440 1480
1441 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1482 head = tmp->head_ ();
1443 else head=tmp;
1444 1483
1445 /* 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 */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1485 if (race && head->race && !strstr (race, head->race))
1486 continue;
1487
1447 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;
1448 1490
1449 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1492 best_at = -1;
1451 if (spell->attacktype) { 1493 if (spell->attacktype)
1494 {
1452 for (at=0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1454 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;
1455 1499
1456 if (best_at == -1) at=0; 1500 if (best_at == -1)
1501 at = 0;
1457 else { 1502 else
1458 if (head->resist[best_at] == 100) continue;
1459 else at = head->resist[best_at] / 5;
1460 }
1461 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue;
1463 }
1464 else /* spell->attacktype */
1465 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469
1470 The chance will then be in the range [20-70] percent, not too bad.
1471
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster...
1474
1475 Ryo, august 14th
1476 */
1477 { 1503 {
1478 if ( head->level > level ) continue; 1504 if (head->resist[best_at] == 100)
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1480 /* Failed, no effect */
1481 continue; 1505 continue;
1506 else
1507 at = head->resist[best_at] / 5;
1482 } 1508 }
1483 1509
1510 at -= level / 5;
1511 if (did_make_save (head, head->level, at))
1512 continue;
1513 }
1514 else /* spell->attacktype */
1515 {
1516 /*
1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1518 * if spell level < monster level, no go
1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1520
1521 The chance will then be in the range [20-70] percent, not too bad.
1522
1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1524 charm a level 125 monster...
1525
1526 Ryo, august 14th
1527 */
1528 if (head->level > level)
1529 continue;
1530
1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1532 /* Failed, no effect */
1533 continue;
1534 }
1535
1484 /* Done with saving throw. Now start effecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1485 1538
1486 /* aggravation */ 1539 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1541 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1543 remove_friendly_object (head);
1544 done_one = 1;
1545 head->enemy = op;
1546 }
1491 1547
1492 done_one = 1;
1493 head->enemy = op;
1494 }
1495
1496 /* calm monsters */ 1548 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1550 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1552 head->enemy = NULL;
1500 done_one = 1; 1553 done_one = 1;
1501 } 1554 }
1502 1555
1503 /* berserk monsters */ 1556 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1558 {
1505 SET_FLAG(head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1560 done_one = 1;
1507 } 1561 }
1562
1508 /* charm */ 1563 /* charm */
1509 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))
1510 SET_FLAG(head, FLAG_FRIENDLY); 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1512 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.
1513 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. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1572 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1574 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1519 done_one = 1; 1576 done_one = 1;
1520 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);
1521 head->stats.exp = 0; 1578 head->stats.exp = 0;
1522 } 1579 }
1523 1580
1524 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1582 if (done_one && spell->other_arch)
1526 tmp = arch_to_object(spell->other_arch); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1527 tmp->x = nx;
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 } 1584 }
1531 } /* for y */
1532 1585
1533 return 1; 1586 return 1;
1534} 1587}
1535
1536 1588
1537/* 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
1538 * 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
1539 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1592 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1542 */ 1594 */
1543 1595void
1544void move_ball_spell(object *op) { 1596move_ball_spell (object *op)
1597{
1545 int i,j,dam_save,dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1547 object *owner; 1600 object *owner;
1548 mapstruct *m; 1601 maptile *m;
1549 1602
1550 owner = get_owner(op); 1603 owner = op->owner;
1551 1604
1552 /* 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,
1553 * 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
1554 * victim. The block immediately below more or less chooses a random 1607 * victim. The block immediately below more or less chooses a random
1555 * 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
1556 * deviations. 1609 * deviations.
1557 */ 1610 */
1558 1611
1559 dir = 0; 1612 dir = 0;
1560 if(!(rndm(0, 3))) 1613 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1614 j = rndm (0, 1);
1562 else j=0; 1615 else
1616 j = 0;
1563 1617
1564 for(i = 1; i < 9; i++) { 1618 for (i = 1; i < 9; i++)
1619 {
1565 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1567 */ 1622 */
1568
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1571 1625
1572 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1574 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))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1629 {
1576 dir = tmpdir; 1630 dir = tmpdir;
1577 break; 1631 break;
1578 } 1632 }
1579 } 1633 }
1634
1580 if (dir == 0) { 1635 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1636 {
1637 nx = op->x;
1638 ny = op->y;
1639 m = op->map;
1640 }
1585 1641
1586 remove_ob(op); 1642 m->insert (op, nx, ny, op);
1587 op->y=ny; 1643
1588 op->x=nx;
1589 insert_ob_in_map(op,m,op,0);
1590
1591 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
1592 surrounding squares */ 1645 surrounding squares */
1593 1646
1594 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1649 * the surround spaces.
1597 */ 1650 */
1598 for(j=0;j<9;j++) { 1651 for (j = 0; j < 9; j++)
1599 object *new_ob; 1652 {
1600
1601 hx = nx+freearr_x[j]; 1653 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1654 hy = ny + freearr_y[j];
1603 1655
1604 m = op->map; 1656 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1658
1607 if (mflags & P_OUT_OF_MAP) continue; 1659 if (mflags & P_OUT_OF_MAP)
1660 continue;
1608 1661
1609 /* 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
1610 * of the map either. 1663 * of the map either.
1611 */ 1664 */
1612 1665
1613 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)))
1614 if(j) op->stats.dam = dam_save/2; 1667 {
1668 if (j)
1669 op->stats.dam = dam_save / 2;
1670
1615 hit_map(op,j,op->attacktype,1); 1671 hit_map (op, j, op->attacktype, 1);
1672 }
1616 1673
1617 }
1618
1619 /* insert the other arch */ 1674 /* insert the other arch */
1620 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))))
1621 new_ob = arch_to_object(op->other_arch); 1676 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1622 new_ob->x = hx;
1623 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0);
1625 }
1626 } 1677 }
1627 1678
1628 /* restore to the center location and damage*/ 1679 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1630 1681
1631 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);
1632 1683
1633 if(i>=0) { /* we have a preferred direction! */ 1684 if (i >= 0)
1685 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1686 /* pick another direction if the preferred dir is blocked. */
1635 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 ||
1636 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)))
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1690
1639 op->direction=i; 1691 op->direction = i;
1640 } 1692 }
1641} 1693}
1642 1694
1643
1644/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1645 * 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
1646 * 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
1647 * 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
1648 * 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
1649 * 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.
1650 */ 1701 */
1651 1702void
1652void move_swarm_spell(object *op) 1703move_swarm_spell (object *op)
1653{ 1704{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1705#if 0
1676 // this is bogus: it causes wrong places to be checked below 1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1677 // (a wall 2 cells away will block the effect...) and 1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1708 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1709 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1710 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1711#endif
1712 object *owner = op->env;
1723 1713
1714 if (!owner) // MUST not happen, remove when true TODO
1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1717 op->destroy ();
1718 return;
1719 }
1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1727 op->duration--;
1728
1729 int basedir = op->direction;
1730 if (!basedir)
1731 {
1732 /* spray in all directions! 8) */
1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1735 }
1736
1737#if 0
1738 // this is bogus: it causes wrong places to be checked below
1739 // (a wall 2 cells away will block the effect...) and
1740 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1741 // space.
1742 // should be fixed later, but correctness before features...
1743 // (schmorp)
1744
1745 /* new offset calculation to make swarm element distribution
1746 * more uniform
1747 */
1748 if (op->duration)
1749 {
1750 if (basedir & 1)
1751 {
1752 adjustdir = cardinal_adjust[rndm (0, 8)];
1753 }
1754 else
1755 {
1756 adjustdir = diagonal_adjust[rndm (0, 9)];
1757 }
1758 }
1759 else
1760 {
1761 adjustdir = 0; /* fire the last one from forward. */
1762 }
1763
1764 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1765 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1766
1767 /* back up one space so we can hit point-blank targets, but this
1768 * necessitates extra out_of_map check below
1769 */
1770 origin_x = target_x - freearr_x[basedir];
1771 origin_y = target_y - freearr_y[basedir];
1772
1773
1724 /* 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
1725 * should just be a pointer to the spell in some inventory, 1775 * should just be a pointer to the spell in some inventory,
1726 * 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,
1727 * do some sanity checking anyways. 1777 * do some sanity checking anyways.
1728 */ 1778 */
1779
1780 if (op->spell && op->spell->type == SPELL &&
1781 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1782 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1783 {
1784
1785 /* Bullet spells have a bunch more customization that needs to be done */
1786 if (op->spell->subtype == SP_BULLET)
1787 fire_bullet (owner, op, basedir, op->spell);
1788 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1789 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1790 }
1791#endif
1792
1793 /* spell pointer is set up for the spell this casts. Since this
1794 * should just be a pointer to the spell in some inventory,
1795 * it is unlikely to disappear by the time we need it. However,
1796 * do some sanity checking anyways.
1797 */
1798
1730 if (op->spell && op->spell->type == SPELL) 1799 if (op->spell && op->spell->type == SPELL)
1731 { 1800 {
1732 /* 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 */
1733 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 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);
1737 } 1806 }
1738} 1807}
1739
1740
1741
1742 1808
1743/* fire_swarm: 1809/* fire_swarm:
1744 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1745 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1746 * the parts of the swarm. 1812 * the parts of the swarm.
1749 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1750 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1818 * n: the number to be fired.
1753 */ 1819 */
1754 1820int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1822{
1757 object *tmp;
1758 int i;
1759
1760 if (!spell->other_arch) return 0; 1823 if (!spell->other_arch)
1824 return 0;
1761 1825
1762 tmp=get_archetype(SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1763 tmp->x=op->x; 1827
1764 tmp->y=op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1766 set_spell_skill(op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1767
1768 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. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1770
1771 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1772 1832
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1774 if ( ! tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1775 return 1; 1835 return 1;
1776 } 1836
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1840
1781 tmp->direction=dir;
1782 tmp->invisible=1; 1841 tmp->invisible = 1;
1783 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
1784 return 1; 1849 return 1;
1785} 1850}
1786
1787 1851
1788/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1789 * function. 1853 * function.
1790 */ 1854 */
1855int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1856cast_light (object *op, object *caster, object *spell, int dir)
1857{
1792 object *target=NULL,*tmp=NULL; 1858 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 1859 sint16 x, y;
1794 int dam, mflags; 1860 int dam, mflags;
1795 mapstruct *m; 1861 maptile *m;
1796 1862
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 1864
1799 if(!dir) { 1865 if (dir)
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1801 return 0;
1802 } 1866 {
1803
1804 x=op->x+freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1806 m = op->map; 1869 m = op->map;
1807 1870
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 1872
1810 if (mflags & P_OUT_OF_MAP) { 1873 if (mflags & P_OUT_OF_MAP)
1874 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 1876 return 0;
1813 } 1877 }
1814 1878
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 1880 {
1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
1883 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 1885 if (target->head)
1886 target = target->head;
1887
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1822 } 1890 }
1823 } 1891 }
1824 1892
1825 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1826 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 {
1827 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.");
1828 return 0; 1897 return 0;
1898 }
1829 } 1899 }
1830 1900
1831 /* 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 */
1832 tmp=arch_to_object(spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 1903 if (!tmp)
1904 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 1906 return 0;
1836 } 1907 }
1908
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1838 if (tmp->glow_radius) { 1911 if (tmp->glow_radius)
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1912 tmp->set_glow_radius (
1840 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1913 min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)));
1841 } 1914
1842 tmp->x=x; 1915 if (dir)
1843 tmp->y=y; 1916 m->insert (tmp, x, y, op);
1844 insert_ob_in_map(tmp,m,op,0); 1917 else
1918 caster->outer_env ()->insert (tmp);
1919
1845 return 1; 1920 return 1;
1846} 1921}
1847
1848
1849
1850 1922
1851/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1852 * player and infects someone. 1924 * player and infects someone.
1853 * op is the player/monster, caster is the object, dir is the direction 1925 * op is the player/monster, caster is the object, dir is the direction
1854 * to cast, disease_arch is the specific disease, and type is the spell number 1926 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
1856 */ 1928 */
1857 1929int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
1931{
1859 sint16 x,y; 1932 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 1934 object *walk;
1862 mapstruct *m; 1935 maptile *m;
1863 1936
1864 x = op->x; 1937 x = op->x;
1865 y = op->y; 1938 y = op->y;
1866 1939
1867 /* If casting from a scroll, no direction will be available, so refer to the 1940 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 1941 * direction the player is pointing.
1869 */ 1942 */
1943 if (!dir)
1870 if (!dir) dir=op->facing; 1944 dir = op->facing;
1945
1946 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1947 return 0; /* won't find anything if casting on ourself, so just return */
1872 1948
1873 /* Calculate these once here */ 1949 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 1951 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 1952 dur_mod = SP_level_duration_adjust (caster, spell);
1877 1953
1878 /* search in a line for a victim */ 1954 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 1955 for (i = 1; i < range; i++)
1956 {
1880 x = op->x + i * freearr_x[dir]; 1957 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 1958 y = op->y + i * freearr_y[dir];
1882 m = op->map; 1959 m = op->map;
1883 1960
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 1961 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 1962
1886 if (mflags & P_OUT_OF_MAP) return 0; 1963 if (mflags & P_OUT_OF_MAP)
1964 return 0;
1887 1965
1888 /* don't go through walls - presume diseases are airborne */ 1966 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1967 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1968 return 0;
1890 1969
1891 /* Only bother looking on this space if there is something living here */ 1970 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 1971 if (mflags & P_IS_ALIVE)
1972 {
1893 /* search this square for a victim */ 1973 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1974 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1895 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1975 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1976 { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
1897 1978
1898 set_owner(disease,op); 1979 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 1982 disease->level = casting_level (caster, spell);
1902 1983
1903 /* do level adjustments */ 1984 /* do level adjustments */
1904 if(disease->stats.wc) 1985 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 1986 disease->stats.wc += dur_mod / 2;
1906 1987
1907 if(disease->magic> 0) 1988 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 1989 disease->magic += dur_mod / 8;
1909 1990
1910 if(disease->stats.maxhp>0) 1991 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
1912 1993
1913 if(disease->stats.maxgrace>0) 1994 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 1995 disease->stats.maxgrace += dur_mod;
1915 1996
1916 if(disease->stats.dam) { 1997 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 1998 {
1918 disease->stats.dam += dam_mod; 1999 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2000 disease->stats.dam += dam_mod;
1920 } 2001 else
2002 disease->stats.dam -= dam_mod;
2003 }
1921 2004
1922 if(disease->last_sp) { 2005 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2006 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2007 disease->last_sp -= 2 * dam_mod;
1925 } 2008 if (disease->last_sp < 1)
2009 disease->last_sp = 1;
2010 }
1926 2011
1927 if(disease->stats.maxsp) { 2012 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2013 {
1929 disease->stats.maxsp += dam_mod; 2014 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2015 disease->stats.maxsp += dam_mod;
1931 } 2016 else
1932 2017 disease->stats.maxsp -= dam_mod;
2018 }
2019
1933 if(disease->stats.ac) 2020 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2021 disease->stats.ac += dam_mod;
1935 2022
1936 if(disease->last_eat) 2023 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2024 disease->last_eat -= dam_mod;
1938 2025
1939 if(disease->stats.hp) 2026 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2027 disease->stats.hp -= dam_mod;
1941 2028
1942 if(disease->stats.sp) 2029 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
1944 2031
1945 if(infect_object(walk,disease,1)) { 2032 if (infect_object (walk, disease, 1))
1946 object *flash; /* visual effect for inflicting disease */ 2033 {
1947
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2035
1950 free_object(disease); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1952 flash->x = x; 2038 return 1;
1953 flash->y = y; 2039 }
1954 flash->map = walk->map; 2040
1955 insert_ob_in_map(flash,walk->map,op,0); 2041 disease->destroy ();
1956 return 1; 2042 }
1957 } 2043 } /* if living creature */
1958 free_object(disease); 2044 } /* for range of spaces */
1959 } 2045
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2047 return 1;
1964} 2048}

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