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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.4 by elmex, Tue Aug 15 17:35:51 2006 UTC vs.
Revision 1.85 by root, Tue Sep 1 22:40:26 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 1.4 2006/08/15 17:35:51 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
104/*************************************************************************** 103/***************************************************************************
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 134 return;
135 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 141
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165 161void
166void move_bolt(object *op) { 162move_bolt (object *op)
167 object *tmp; 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 mapstruct *m; 166 maptile *m;
171 167
172 if(--(op->duration)<0) { 168 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 169 {
170 op->drop_and_destroy ();
171 return;
172 }
173
177 hit_map(op,0,op->attacktype,1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
179 if(!op->direction) 176 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 177 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 178
250 /* New forking code. Possibly create forks of this object 179 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 180 op->range = 0;
261 } /* copy object and move it along */ 181 else
262 } /* if move bolt along */ 182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
189 return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
199 return;
200
201 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling
204 * on the diagonal, it is trickier - eg, a bolt travelling
205 * northwest bounces different if it hits a north/south
206 * wall (bounces to northeast) vs an east/west (bounces
207 * to the southwest.
208 */
209 if (op->direction & 1)
210 op->direction = absdir (op->direction + 4);
211 else
212 {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 if (left == right)
231 op->direction = absdir (op->direction + 4);
232 else if (left)
233 op->direction = absdir (op->direction + 2);
234 else if (right)
235 op->direction = absdir (op->direction - 2);
236 }
237
238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else
242 { /* Create a copy of this object and put it ahead */
243 object *tmp = op->clone ();
244
245 m->insert (tmp, x, y, op);
246 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
255
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0;
260 } /* copy object and move it along */
261 } /* if move bolt along */
263} 262}
264 263
265/* fire_bolt 264/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 268 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
271 * pointers. 270 * pointers.
272 */ 271 */
273 272int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
275 object *tmp=NULL; 275 object *tmp = NULL;
276 int mflags; 276 int mflags;
277 277
278 if (!spob->other_arch) 278 if (!spob->other_arch)
279 return 0; 279 return 0;
280 280
281 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 282 if (tmp == NULL)
283 return 0; 283 return 0;
284 284
285 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 288
289 if (spob->slaying)
290 tmp->slaying = spob->slaying;
291
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
293 296
294 tmp->direction=dir; 297 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
297 300
298 set_owner(tmp,op); 301 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
300 303
301 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 306 tmp->map = op->map;
304 307
308 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 311 {
312 tmp->drop_and_destroy ();
313 return 0;
314 }
315
316 tmp->map = newmap;
317
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 321 {
322 tmp->drop_and_destroy ();
313 return 0; 323 return 0;
314 } 324 }
315 tmp->x=op->x; 325
316 tmp->y=op->y; 326 tmp->x = op->x;
327 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 329 tmp->map = op->map;
319 } 330 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 333 move_bolt (tmp);
334
322 return 1; 335 return 1;
323} 336}
324
325
326 337
327/*************************************************************************** 338/***************************************************************************
328 * 339 *
329 * BULLET/BALL CODE 340 * BULLET/BALL CODE
330 * 341 *
331 ***************************************************************************/ 342 ***************************************************************************/
332 343
333/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 346 * At least that is what I think this does.
336 */ 347 */
348void
337void explosion(object *op) { 349explosion (object *op)
338 object *tmp; 350{
339 mapstruct *m=op->map; 351 maptile *m = op->map;
340 int i; 352 int i;
341 353
342 if(--(op->duration)<0) { 354 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 355 {
356 op->destroy ();
357 return;
358 }
359
347 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
348 361
349 if(op->range>0) { 362 if (op->range > 0)
350 for(i=1;i<9;i++) { 363 {
364 for (i = 1; i < 9; i++)
365 {
351 sint16 dx,dy; 366 sint16 dx, dy;
352 367
353 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
355 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 372 * out of map, etc.
357 */ 373 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 375 {
360 copy_object(op,tmp); 376 object *tmp = op->clone ();
361 tmp->state=0; 377
362 tmp->speed_left= -0.21; 378 tmp->state = 0;
363 tmp->range--; 379 tmp->speed_left = -0.21f;
364 tmp->value=0; 380 tmp->range--;
365 tmp->x=dx; 381 tmp->value = 0;
366 tmp->y=dy; 382
367 insert_ob_in_map(tmp,m,op,0); 383 m->insert (tmp, dx, dy, op);
384 }
385 }
368 } 386 }
369 }
370 }
371} 387}
372
373 388
374/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
376 * explode. 391 * explode.
377 */ 392 */
393void
378void explode_bullet(object *op) 394explode_bullet (object *op)
379{ 395{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 396 object *tmp, *owner;
382 397
383 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 401 op->destroy ();
386 free_object (op); 402 return;
387 return;
388 } 403 }
389 404
390 if (op->env) { 405 if (op->env)
391 object *env; 406 {
407 object *env = op->outer_env ();
392 408
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 412 op->destroy ();
397 free_object (op);
398 return; 413 return;
399 } 414 }
400 remove_ob (op); 415
401 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 417 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 418 else if (out_of_map (op->map, op->x, op->y))
419 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 421 op->destroy ();
407 free_object (op); 422 return;
408 return;
409 } 423 }
410 424
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 429 {
416 remove_ob (op); 430 op->destroy ();
417 free_object (op); 431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
418 return; 439 return;
419 } 440 }
420 441
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
429 444
430 copy_owner (tmp, op); 445 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 446 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 447
434 owner = get_owner(op); 448 owner = op->owner;
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
436 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 454 {
441 tmp->x = op->x; 455 op->destroy ();
442 tmp->y = op->y; 456 return;
457 }
443 458
444 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
446 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 463 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 465 tmp->duration = op->duration;
450 } else { 466 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
452 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
456 /* 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 -
457 * the count of the parent should work fine. 477 * the count of the parent should work fine.
458 */ 478 */
459 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
460 } 480 }
461 481
462 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
465 485
466 /* Prevent recursion */ 486 /* Prevent recursion */
467 op->move_on = 0; 487 op->move_on = 0;
468 488
469 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
470 /* remove the firebullet */ 492 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 494}
476
477
478 495
479/* 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
480 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
481 */ 498 */
482 499void
483void check_bullet(object *op) 500check_bullet (object *op)
484{ 501{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 502 object *tmp;
487 int dam, mflags; 503 int dam, mflags;
488 mapstruct *m; 504 maptile *m;
489 sint16 sx, sy; 505 sint16 sx, sy;
490 506
491 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);
492 508
493 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)))
494 return; 510 return;
495 511
496 if (op->other_arch) { 512 if (op->other_arch)
513 {
497 /* explode object will also remove op */ 514 /* explode object will also remove op */
498 explode_bullet (op); 515 explode_bullet (op);
499 return; 516 return;
500 } 517 }
501 518
502 /* 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 */
503 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
504 522
505 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)
506 { 524 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 526 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
511 || (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)
512 { 531 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 533 {
515 free_object(op); 534 op->destroy ();
516 return; 535 return;
517 } 536 }
518 } 537 }
519 } 538 }
520 } 539 }
521} 540}
522
523 541
524/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 543 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
528 */ 546 */
529 547void
530void move_bullet(object *op) 548move_bullet (object *op)
531{ 549{
532 sint16 new_x, new_y; 550 sint16 new_x, new_y;
533 int mflags; 551 int mflags;
534 mapstruct *m; 552 maptile *m;
535 553
536#if 0 554#if 0
537 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
538 556
539 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 559 if (op->stats.sp == SP_METEOR)
560 {
542 replace_insert_ob_in_map("fire_trail",op); 561 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
544 return; 563 return;
545 } /* end addition. */ 564 } /* end addition. */
546#endif 565#endif
547 566
548 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 568 if (--op->range <= 0)
569 {
550 if (op->other_arch) { 570 if (op->other_arch)
551 explode_bullet (op); 571 explode_bullet (op);
552 } else { 572 else
553 remove_ob (op); 573 op->destroy ();
554 free_object (op); 574
555 }
556 return; 575 return;
557 } 576 }
558 577
559 new_x = op->x + DIRX(op); 578 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 579 new_y = op->y + DIRY (op);
561 m = op->map; 580 m = op->map;
562 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);
563 582
564 if (mflags & P_OUT_OF_MAP) { 583 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 584 {
566 free_object (op); 585 op->destroy ();
567 return; 586 return;
568 } 587 }
569 588
570 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 {
571 if (op->other_arch) { 591 if (op->other_arch)
572 explode_bullet (op); 592 explode_bullet (op);
573 } else { 593 else
574 remove_ob (op); 594 op->destroy ();
575 free_object (op); 595
576 }
577 return; 596 return;
578 } 597 }
579 598
580 remove_ob (op); 599 if (!(op = m->insert (op, new_x, new_y, op)))
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return; 600 return;
585 601
586 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
587 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 605 update_turn_face (op);
589 } else { 606 }
607 else
590 check_bullet (op); 608 check_bullet (op);
591 }
592} 609}
593
594
595
596 610
597/* fire_bullet 611/* fire_bullet
598 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
601 * spob->attacktype. 615 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
603 * pointers. 617 * pointers.
604 */ 618 */
605 619int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
607 object *tmp=NULL; 622 object *tmp = NULL;
608 int mflags; 623 int mflags;
609 624
610 if (!spob->other_arch) 625 if (!spob->other_arch)
611 return 0; 626 return 0;
612 627
613 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
614 if(tmp==NULL) 629 if (!tmp)
615 return 0; 630 return 0;
616 631
617 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 635 if (spob->slaying)
636 tmp->slaying = spob->slaying;
621 637
622 tmp->range = 50; 638 tmp->range = 50;
623 639
624 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 644
629 tmp->direction=dir; 645 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
632 648
633 set_owner(tmp,op); 649 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
635 651
636 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 654 tmp->map = op->map;
639 655
656 maptile *newmap;
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 659 {
660 tmp->destroy ();
661 return 0;
662 }
663
664 tmp->map = newmap;
665
645 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 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 669 {
670 tmp->destroy ();
648 return 0; 671 return 0;
649 } 672 }
650 tmp->x=op->x; 673
651 tmp->y=op->y; 674 tmp->x = op->x;
675 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 676 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 677 tmp->map = op->map;
654 } 678 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 679
680 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 681 check_bullet (tmp);
657 } 682
658 return 1; 683 return 1;
659} 684}
660
661
662
663 685
664/***************************************************************************** 686/*****************************************************************************
665 * 687 *
666 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
667 * 689 *
668 *****************************************************************************/ 690 *****************************************************************************/
669 691
670
671/* 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
672void cone_drop(object *op) { 694cone_drop (object *op)
695{
673 object *new_ob = arch_to_object(op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
674 697
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 698 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 699 new_ob->set_owner (op->owner);
679 700
680 /* preserve skill ownership */ 701 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 702 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 703 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 704
684 } 705 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 706}
688 707
689/* 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 */
690 709
710void
691void move_cone(object *op) { 711move_cone (object *op)
692 int i; 712{
693 tag_t tag;
694
695 /* 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 */
696 if (! op->map) { 714 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 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 }
703 720
704 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
723 {
706 hit_map(op,0,op->attacktype,0); 724 hit_map (op, 0, op->attacktype, 0);
707 return; 725 return;
708 } 726 }
709 727
710#if 0 728#if 0
711 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 730 * when their cone dies when they die.
713 */ 731 */
714 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 733 if (op->owner == NULL)
716 remove_ob(op); 734 {
717 free_object(op); 735 op->destroy ();
718 return; 736 return;
719 } 737 }
720#endif 738#endif
721 739
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 740 hit_map (op, 0, op->attacktype, 0);
724 741
742 if (!op->is_on_map ())
743 return;
744
725 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
727 * degree. 747 * degree.
728 */ 748 */
749 if (op->weight)
750 {
729 if(op->weight) check_spell_knockback(op); 751 check_spell_knockback (op);
730 752
731 if (was_destroyed (op, tag)) 753 if (!op->is_on_map ())
732 return; 754 return;
755 }
733 756
734 if((op->duration--)<0) { 757 if (op->duration-- < 0)
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 758 {
759 op->destroy ();
760 return;
761 }
739 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 763 * any further. When the duration above expires,
741 * then the object will get removed. 764 * then the object will get removed.
742 */ 765 */
743 if (--op->range < 0) { 766 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 767 {
768 op->range = 0; /* just so it doesn't wrap */
769 return;
770 }
747 771
748 for(i= -1;i<2;i++) { 772 for (int i = -1; i <= 1; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 773 {
750 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)];
751 775
752 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))
753 object *tmp=get_object(); 777 {
754 copy_object(op, tmp); 778 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 779
758 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
759 781
760 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 784
763 if (tmp->other_arch) cone_drop(tmp); 785 op->map->insert (tmp, x, y, op);
764 } 786
787 if (tmp->other_arch)
788 cone_drop (tmp);
789 }
765 } 790 }
766} 791}
767 792
768/* cast_cone: casts a cone spell. 793/* cast_cone: casts a cone spell.
769 * op: person firing the object. 794 * op: person firing the object.
771 * dir: direction to fire in. 796 * dir: direction to fire in.
772 * 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
773 * to fire. 798 * to fire.
774 * returns 0 on failure, 1 on success. 799 * returns 0 on failure, 1 on success.
775 */ 800 */
801int
776int cast_cone(object *op, object *caster,int dir, object *spell) 802cast_cone (object *op, object *caster, int dir, object *spell)
777{ 803{
778 object *tmp; 804 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 805 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 806 maptile *m;
781 sint16 sx, sy; 807 sint16 sx, sy;
782 MoveType movetype; 808 MoveType movetype;
783 809
784 if (!spell->other_arch) return 0; 810 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 811 return 0;
812
813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
816 return 0;
817 }
792 818
793 if(!dir) { 819 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 820 {
821 range_min = 0;
822 range_max = 8;
823 }
797 824
798 /* 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
799 * 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
800 * insert it into is blocked. 827 * insert it into is blocked.
801 */ 828 */
802 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
803 830
804 for(i=range_min;i<=range_max;i++) { 831 for (i = range_min; i <= range_max; i++)
805 sint16 x,y, d; 832 {
833 sint16 x, y;
806 834
807 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 838 * to hit that person.
811 */ 839 */
812 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
813 while (d < 0) d+=8;
814 while (d > 8) d-=8;
815 841
816 /* 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.
817 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 846 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 847 * for the rune code.
822 */ 848 */
823 if (caster->type != RUNE && d==0) { 849 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 850 {
825 else continue; 851 if (dir != 0)
826 } 852 d = 8;
853 else
854 continue;
855 }
827 856
828 x = op->x+freearr_x[d]; 857 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 858 y = op->y + freearr_y[d];
830 859
831 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)
832 continue; 861 continue;
833 862
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 864 continue;
836 865
837 success=1; 866 success = 1;
838 tmp=arch_to_object(spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 868 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 871 tmp->attacktype = spell->attacktype;
845 872
846 /* holy word stuff */ 873 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 875 if (!tailor_god_spell (tmp, op))
849 } 876 return 0;
850 877
851 if(dir) 878 if (dir)
852 tmp->stats.sp=dir; 879 tmp->stats.sp = dir;
853 else 880 else
854 tmp->stats.sp=i; 881 tmp->stats.sp = i;
855 882
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 883 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 884
858 /* 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 */
859 if (dir == 0) { 886 if (dir == 0)
887 {
860 tmp->range /= 4; 888 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 889 if (tmp->range < 2 && spell->range >= 2)
862 } 890 tmp->range = 2;
891 }
892
863 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);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 894 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 895
866 /* Special bonus for fear attacks */ 896 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 897 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 898 {
869 else 899 if (caster->type == PLAYER)
900 tmp->duration += fear_bonus[caster->stats.Cha];
901 else
870 tmp->duration += caster->level/3; 902 tmp->duration += caster->level / 3;
871 } 903 }
904
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 905 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 906 {
874 else 907 if (caster->type == PLAYER)
908 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
909 else
875 tmp->duration += caster->level/3; 910 tmp->duration += caster->level / 3;
876 } 911 }
877 912
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
880 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);
881 spell->other_arch->name);
882 915
883 if (!tmp->move_on && tmp->stats.dam) { 916 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889 918
919 m->insert (tmp, sx, sy, op);
920
890 /* 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
891 * a single space too many times. 922 * a single space too many times.
892 */ 923 */
893 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
894 925
895 if(tmp->other_arch) cone_drop(tmp); 926 if (tmp->other_arch)
927 cone_drop (tmp);
896 } 928 }
929
897 return success; 930 return success;
898} 931}
899 932
900/**************************************************************************** 933/****************************************************************************
901 * 934 *
902 * BOMB related code 935 * BOMB related code
903 * 936 *
904 ****************************************************************************/ 937 ****************************************************************************/
905 938
906
907/* This handles an exploding bomb. 939/* This handles an exploding bomb.
908 * op is the original bomb object. 940 * op is the original bomb object.
909 */ 941 */
942void
910void animate_bomb(object *op) { 943animate_bomb (object *op)
911 int i; 944{
912 object *env, *tmp;
913 archetype *at;
914
915 if(op->state!=NUM_ANIMATIONS(op)-1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return;
917
918
919 env = object_get_env_recursive(op);
920
921 if (op->env) {
922 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return; 946 return;
933 }
934 947
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 948 object *env = op->outer_env ();
936 // on a safe map. I don't like this special casing, but it seems to be neccessary 949
937 // as bombs can be carried. 950 if (op->env)
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
939 { 951 {
940 remove_ob (op); 952 if (!env->map)
941 free_object (op);
942 return; 953 return;
954
955 if (!(op = op->insert_at (env, op)))
956 return;
943 } 957 }
944 958
959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
960 // on a safe map. I don't like this special casing, but it seems to be neccessary
961 // as bombs can be carried.
962 if (op->ms ().flags () & P_SAFE)
963 {
964 op->destroy ();
965 return;
966 }
967
945 /* This copies a lot of the code from the fire bullet, 968 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 970 * so just set up the appropriate values.
948 */ 971 */
949 at = find_archetype(SPLINT); 972 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 973 {
951 for(i=1;i<9;i++) { 974 for (int i = 1; i < 9; i++)
975 {
952 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]))
953 continue; 977 continue;
954 tmp = arch_to_object(at); 978
979 object *tmp = arch_to_object (at);
955 tmp->direction = i; 980 tmp->direction = i;
956 tmp->range = op->range; 981 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 983 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 985 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 986 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 987 tmp->skill = op->skill;
963 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 }
964 } 995 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973 996
974 explode_bullet(op); 997 explode_bullet (op);
975} 998}
976 999
1000int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1001create_bomb (object *op, object *caster, int dir, object *spell)
978 1002{
979 object *tmp; 1003 object *tmp;
980 int mflags; 1004 int mflags;
981 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];
982 mapstruct *m; 1006 maptile *m;
983 1007
984 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 {
985 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 {
986 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.");
987 return 0; 1019 return 0;
1020 }
988 } 1021 }
1022
989 tmp=arch_to_object(spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
990 1024
991 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 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);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1028 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1029 tmp->attacktype = spell->attacktype;
996 1030
997 set_owner(tmp,op); 1031 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1032 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1033
1000 tmp->y=dy; 1034 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1035 return 1;
1003} 1036}
1004 1037
1005/**************************************************************************** 1038/****************************************************************************
1006 * 1039 *
1007 * smite related spell code. 1040 * smite related spell code.
1015 * dir is the direction to look in. 1048 * dir is the direction to look in.
1016 * range is how far out to look. 1049 * range is how far out to look.
1017 * 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.
1018 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
1019 */ 1052 */
1020 1053object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1054get_pointed_target (object *op, int dir, int range, int type)
1055{
1022 object *target; 1056 object *target;
1023 sint16 x,y; 1057 sint16 x, y;
1024 int dist, mflags; 1058 int dist, mflags;
1025 mapstruct *mp; 1059 maptile *mp;
1026 1060
1027 if (dir==0) return NULL; 1061 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1062 return NULL;
1049}
1050 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}
1051 1088
1052/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1054 * usual params - 1091 * usual params -
1055 * op = player 1092 * op = player
1056 * caster = object casting the spell. 1093 * caster = object casting the spell.
1057 * dir = direction being cast 1094 * dir = direction being cast
1058 * spell = spell object 1095 * spell = spell object
1059 */ 1096 */
1060 1097int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1099{
1062 object *effect, *target; 1100 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1101 object *god = find_god (determine_god (op));
1064 int range; 1102 int range;
1065 1103
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1104 range = spell->range + SP_level_range_adjust (caster, spell);
1067 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);
1068 1106
1069 /* Bunch of conditions for casting this spell. Note that only 1107 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1108 * require a god if this is a cleric spell (requires grace).
1071 * 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
1072 * 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
1073 * interesting spell. 1111 * interesting spell.
1074 * 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
1075 * can't be friendly to your god. 1113 * can't be friendly to your god.
1076 */ 1114 */
1077 1115
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1079 ||(!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1119 || (god && target->title == god->name)
1081 ||(target->race && god && strstr(target->race,god->race))) { 1120 || (god && target->race.contains (god->race)))
1121 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1123 return 0;
1084 } 1124 }
1085 1125
1086 if (spell->other_arch) 1126 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1088 else 1128 else
1089 return 0; 1129 return 0;
1090 1130
1091 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1135 {
1095 if(tailor_god_spell(effect,op)) 1136 if (tailor_god_spell (effect, op))
1096 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));
1097 "%s answers your call!",determine_god(op));
1098 else { 1138 else
1139 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1141 return 0;
1101 } 1142 }
1102 } 1143 }
1103 1144
1104 /* size of the area of destruction */ 1145 /* size of the area of destruction */
1105 effect->range=spell->range + 1146 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1147 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1148
1110 if (effect->attacktype & AT_DEATH) { 1149 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1150 {
1112 SP_level_dam_adjust(caster,spell); 1151 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1152
1114 /* casting death spells at undead isn't a good thing */ 1153 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1154 if (QUERY_FLAG (target, FLAG_UNDEAD))
1155 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1156 if (random_roll (0, 2, op, PREFER_LOW))
1157 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1158 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1159 effect->x = op->x;
1119 effect->y=op->y; 1160 effect->y = op->y;
1120 } else { 1161 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1162 else
1122 query_name(target)); 1163 {
1164 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1165 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1166 effect->destroy ();
1125 return 0; 1167 return 0;
1168 }
1169 }
1126 } 1170 }
1127 } 1171 else
1128 } else { 1172 {
1129 /* how much woe to inflict :) */ 1173 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1174 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1175 }
1133 1176
1134 set_owner(effect,op); 1177 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1178 set_spell_skill (op, caster, spell, effect);
1136 1179
1137 /* ok, tell it where to be, and insert! */ 1180 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1181 effect->insert_at (target, op);
1139 effect->y=target->y; 1182
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1183 return 1;
1143} 1184}
1144
1145 1185
1146/**************************************************************************** 1186/****************************************************************************
1147 * 1187 *
1148 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1149 * 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
1150 * code here is just to move the missile. 1190 * code here is just to move the missile.
1151 ****************************************************************************/ 1191 ****************************************************************************/
1152 1192
1153/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1194void
1154void move_missile(object *op) { 1195move_missile (object *op)
1155 int i, mflags; 1196{
1156 object *owner;
1157 sint16 new_x, new_y;
1158 mapstruct *m;
1159
1160 if (op->range-- <=0) { 1197 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1198 {
1199 op->drop_and_destroy ();
1200 return;
1201 }
1165 1202
1166 owner = get_owner(op); 1203 mapxy pos (op);
1167#if 0 1204 pos.move (op->direction);
1168 /* It'd make things nastier if this wasn't here - spells cast by 1205
1169 * monster that are then killed would continue to survive 1206 if (!pos.normalise ())
1170 */
1171 if (owner == NULL) {
1172 remove_ob(op);
1173 free_object(op);
1174 return;
1175 } 1207 {
1176#endif 1208 op->destroy ();
1209 return;
1210 }
1177 1211
1178 new_x = op->x + DIRX(op); 1212 mapspace &ms = pos.ms ();
1179 new_y = op->y + DIRY(op);
1180 1213
1181 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))
1182 1215 {
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1185 tag_t tag = op->count;
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1188 * 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.
1189 */ 1219 */
1190 if ( ! was_destroyed (op, tag)) { 1220 op->destroy ();
1191 remove_ob (op); 1221 return;
1192 free_object(op); 1222 }
1193 } 1223
1194 return; 1224 if (!op->direction)
1195 } 1225 {
1196 1226 op->destroy ();
1197 remove_ob(op); 1227 return;
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1199 free_object(op);
1200 return;
1201 } 1228 }
1202 op->x = new_x; 1229
1203 op->y = new_y; 1230 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1204 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1206 if(i > 0 && i != op->direction){ 1231 if (i > 0 && i != op->direction)
1232 {
1207 op->direction=i; 1233 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1209 } 1235 }
1210 insert_ob_in_map(op,op->map,op,0); 1236
1237 pos.insert (op, op);
1211} 1238}
1212 1239
1213/**************************************************************************** 1240/****************************************************************************
1214 * Destruction 1241 * Destruction
1215 ****************************************************************************/ 1242 ****************************************************************************/
1243
1216/* make_object_glow() - currently only makes living objects glow. 1244/* make_object_glow() - currently only makes living objects glow.
1217 * 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
1218 * object. if time is 0, the object glows permanently. To truely 1246 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1247 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1248 * give them the capability to have an inventory. b.t.
1221 */ 1249 */
1222 1250int
1223int make_object_glow(object *op, int radius, int time) { 1251make_object_glow (object *op, int radius, int time)
1224 object *tmp; 1252{
1225
1226 /* some things are unaffected... */ 1253 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1254 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1255 return 0;
1229 1256
1230 tmp=get_archetype(FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1259 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1235 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII;
1237
1238 tmp->x=op->x;
1239 tmp->y=op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1262 tmp = insert_ob_in_ob (tmp, op);
1263
1242 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1244 1266
1245 if(!tmp->env||op!=tmp->env) {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1247 op->name);
1248 return 0;
1249 }
1250 return 1; 1267 return 1;
1251} 1268}
1252 1269
1253 1270int
1254
1255
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1271cast_destruction (object *op, object *caster, object *spell_ob)
1257 int i,j, range, mflags, friendly=0, dam, dur; 1272{
1258 sint16 sx,sy;
1259 mapstruct *m;
1260 object *tmp;
1261 const char *skill;
1262
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1274 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1267 1276
1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1278
1268 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route.
1273 */ 1281 */
1274 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1284 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1286 else if (caster->skill)
1287 op->skill = caster->skill;
1288 else
1277 else op->skill = NULL; 1289 op->skill = 0;
1278 1290
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1280 1292
1281 for(i= -range; i<range; i++) { 1293 unordered_mapwalk (op, -range, -range, range, range)
1282 for(j=-range; j<range ; j++) { 1294 {
1283 m = op->map; 1295 mapspace &ms = m->at (nx, ny);
1284 sx = op->x + i; 1296
1285 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue;
1288 if (mflags & P_IS_ALIVE) { 1297 if (ms.flags () & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1291 } 1300 {
1292 if (tmp) { 1301 tmp = tmp->head_ ();
1293 if (tmp->head) tmp=tmp->head;
1294 1302
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1305 {
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1307 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1309
1300 tmp = arch_to_object(spell_ob->other_arch); 1310 if (spell_ob->other_arch)
1301 tmp->x = sx; 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1302 tmp->y = sy; 1312 }
1303 insert_ob_in_map(tmp, m, op, 0); 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1304 } 1314 {
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1310 effect->x = sx; 1317 }
1311 effect->y = sy; 1318 }
1312 insert_ob_in_map(effect, m, op, 0); 1319 }
1313 }
1314 }
1315 }
1316 }
1317 } 1320 }
1318 } 1321
1319 }
1320 op->skill = skill; 1322 op->skill = skill;
1321 return 1; 1323 return 1;
1322} 1324}
1323 1325
1324/*************************************************************************** 1326/***************************************************************************
1325 * 1327 *
1326 * CURSE 1328 * CURSE
1327 * 1329 *
1328 ***************************************************************************/ 1330 ***************************************************************************/
1329 1331
1332int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1334{
1331 object *god = find_god(determine_god(op)); 1335 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1336 object *tmp, *force;
1333 1337
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1338 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1339 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1340 {
1341 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1342 return 0;
1343 }
1341 1344
1345 tmp = tmp->head_ ();
1346
1342 /* If we've already got a force of this type, don't add a new one. */ 1347 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1348 for (force = tmp->inv; force; force = force->below)
1349 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1351 {
1345 if (force->name == spell_ob->name) { 1352 if (force->name == spell_ob->name)
1346 break; 1353 {
1347 } 1354 break;
1355 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1356 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1357 {
1350 "You can not cast %s while %s is in effect", 1358 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1351 spell_ob->name, force->name_pl); 1359 return 0;
1352 return 0; 1360 }
1361 }
1353 } 1362 }
1354 } 1363
1364 if (!force)
1355 } 1365 {
1356
1357 if(force==NULL) {
1358 force=get_archetype(FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name); 1368
1361 if (spell_ob->race) 1369 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1370 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1371 else
1372 force->name = spell_ob->name;
1373
1374 force->name_pl = spell_ob->name;
1375
1376 }
1377 else
1378 {
1369 int duration; 1379 int duration;
1370 1380
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1381 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1382 if (duration > force->duration)
1383 {
1373 force->duration = duration; 1384 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1386 }
1387 else
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1389
1378 return 1; 1390 return 1;
1379 } 1391 }
1392
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1394 force->speed = 1.f;
1382 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1383 SET_FLAG(force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1384 1397
1385 if(god) { 1398 if (god)
1399 {
1386 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1402 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1403 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1404 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1391 "You are a victim of %s's curse!",god->name); 1405 }
1392 } else 1406 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1408
1395 1409
1396 if(tmp!=op && op->type==PLAYER) 1410 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1412
1399 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1401 1415
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1417 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1418 tmp->update_stats ();
1405 return 1; 1419 return 1;
1406 1420
1407} 1421}
1408
1409 1422
1410/********************************************************************** 1423/**********************************************************************
1411 * mood change 1424 * mood change
1412 * Arguably, this may or may not be an attack spell. But since it 1425 * Arguably, this may or may not be an attack spell. But since it
1413 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/ 1427 ***********************************************************************/
1415 1428
1416/* This covers the various spells that change the moods of monsters - 1429/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1430 * makes them angry, peacful, friendly, etc.
1418 */ 1431 */
1432int
1419int mood_change(object *op, object *caster, object *spell) { 1433mood_change (object *op, object *caster, object *spell)
1434{
1420 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1422 sint16 x, y, nx, ny;
1423 mapstruct *m;
1424 const char *race; 1437 const char *race;
1425 1438
1426 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1440 * doing it over and over again.
1428 */ 1441 */
1429 god=find_god(determine_god(op)); 1442 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1443 level = casting_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1445
1433 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1448 * won't ever match anything.
1436 */ 1449 */
1437 if (!spell->race) race=NULL; 1450 if (!spell->race)
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1451 race = NULL;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1453 race = god->slaying;
1454 else if (god && spell->race == shstr_GOD_FRIEND)
1455 race = god->race;
1456 else
1440 else race = spell->race; 1457 race = spell->race;
1458
1459 unordered_mapwalk (op, -range, -range, range, range)
1441 1460 {
1461 mapspace &ms = m->at (nx, ny);
1442 1462
1443 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) {
1445
1446 done_one=0;
1447 m = op->map;
1448 nx = x;
1449 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue;
1452
1453 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1464 if (!ms.flags () & P_IS_ALIVE)
1465 continue;
1455 1466
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1467 // players can only affect spaces that they can actually see
1457 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;
1458 1472
1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1474 if (tmp->flag [FLAG_MONSTER])
1475 break;
1476
1459 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1478 if (!tmp)
1479 continue;
1461 1480
1462 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1482 head = tmp->head_ ();
1464 else head=tmp;
1465 1483
1466 /* 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 */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1485 if (race && head->race && !strstr (race, head->race))
1486 continue;
1487
1468 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;
1469 1490
1470 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1492 best_at = -1;
1472 if (spell->attacktype) { 1493 if (spell->attacktype)
1494 {
1473 for (at=0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1475 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;
1476 1499
1477 if (best_at == -1) at=0; 1500 if (best_at == -1)
1501 at = 0;
1478 else { 1502 else
1479 if (head->resist[best_at] == 100) continue;
1480 else at = head->resist[best_at] / 5;
1481 }
1482 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue;
1484 }
1485 else /* spell->attacktype */
1486 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490
1491 The chance will then be in the range [20-70] percent, not too bad.
1492
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster...
1495
1496 Ryo, august 14th
1497 */
1498 { 1503 {
1499 if ( head->level > level ) continue; 1504 if (head->resist[best_at] == 100)
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1501 /* Failed, no effect */
1502 continue; 1505 continue;
1506 else
1507 at = head->resist[best_at] / 5;
1503 } 1508 }
1504 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
1505 /* Done with saving throw. Now start effecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1506 1538
1507 /* aggravation */ 1539 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1541 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1543 remove_friendly_object (head);
1544 done_one = 1;
1545 head->enemy = op;
1546 }
1512 1547
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */ 1548 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1550 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1552 head->enemy = NULL;
1521 done_one = 1; 1553 done_one = 1;
1522 } 1554 }
1523 1555
1524 /* berserk monsters */ 1556 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1558 {
1526 SET_FLAG(head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1560 done_one = 1;
1528 } 1561 }
1562
1529 /* charm */ 1563 /* charm */
1530 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))
1531 SET_FLAG(head, FLAG_FRIENDLY); 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1533 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.
1534 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. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1572 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1574 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1540 done_one = 1; 1576 done_one = 1;
1541 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);
1542 head->stats.exp = 0; 1578 head->stats.exp = 0;
1543 } 1579 }
1544 1580
1545 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1582 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1548 tmp->x = nx;
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 } 1584 }
1552 } /* for y */
1553 1585
1554 return 1; 1586 return 1;
1555} 1587}
1556
1557 1588
1558/* 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
1559 * 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
1560 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1592 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1563 */ 1594 */
1564 1595void
1565void move_ball_spell(object *op) { 1596move_ball_spell (object *op)
1597{
1566 int i,j,dam_save,dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1568 object *owner; 1600 object *owner;
1569 mapstruct *m; 1601 maptile *m;
1570 1602
1571 owner = get_owner(op); 1603 owner = op->owner;
1572 1604
1573 /* 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,
1574 * 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
1575 * victim. The block immediately below more or less chooses a random 1607 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1608 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1609 * deviations.
1578 */ 1610 */
1579 1611
1580 dir = 0; 1612 dir = 0;
1581 if(!(rndm(0, 3))) 1613 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1614 j = rndm (0, 1);
1583 else j=0; 1615 else
1616 j = 0;
1584 1617
1585 for(i = 1; i < 9; i++) { 1618 for (i = 1; i < 9; i++)
1619 {
1586 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1588 */ 1622 */
1589
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1592 1625
1593 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1595 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1629 {
1597 dir = tmpdir; 1630 dir = tmpdir;
1598 break; 1631 break;
1599 } 1632 }
1600 } 1633 }
1634
1601 if (dir == 0) { 1635 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1636 {
1637 nx = op->x;
1638 ny = op->y;
1639 m = op->map;
1640 }
1606 1641
1607 remove_ob(op); 1642 m->insert (op, nx, ny, op);
1608 op->y=ny; 1643
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1645 surrounding squares */
1614 1646
1615 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1649 * the surround spaces.
1618 */ 1650 */
1619 for(j=0;j<9;j++) { 1651 for (j = 0; j < 9; j++)
1620 object *new_ob; 1652 {
1621
1622 hx = nx+freearr_x[j]; 1653 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1654 hy = ny + freearr_y[j];
1624 1655
1625 m = op->map; 1656 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1658
1628 if (mflags & P_OUT_OF_MAP) continue; 1659 if (mflags & P_OUT_OF_MAP)
1660 continue;
1629 1661
1630 /* 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
1631 * of the map either. 1663 * of the map either.
1632 */ 1664 */
1633 1665
1634 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)))
1635 if(j) op->stats.dam = dam_save/2; 1667 {
1668 if (j)
1669 op->stats.dam = dam_save / 2;
1670
1636 hit_map(op,j,op->attacktype,1); 1671 hit_map (op, j, op->attacktype, 1);
1672 }
1637 1673
1638 }
1639
1640 /* insert the other arch */ 1674 /* insert the other arch */
1641 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))))
1642 new_ob = arch_to_object(op->other_arch); 1676 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 } 1677 }
1648 1678
1649 /* restore to the center location and damage*/ 1679 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1651 1681
1652 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);
1653 1683
1654 if(i>=0) { /* we have a preferred direction! */ 1684 if (i >= 0)
1685 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1686 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1687 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 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)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1690
1660 op->direction=i; 1691 op->direction = i;
1661 } 1692 }
1662} 1693}
1663 1694
1664
1665/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1666 * 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
1667 * 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
1668 * 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
1669 * 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
1670 * 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.
1671 */ 1701 */
1672 1702void
1673void move_swarm_spell(object *op) 1703move_swarm_spell (object *op)
1674{ 1704{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1705#if 0
1697 // 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 };
1698 // (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 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1708 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1709 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1710 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1711#endif
1712 object *owner = op->env;
1744 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
1745 /* 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
1746 * should just be a pointer to the spell in some inventory, 1775 * should just be a pointer to the spell in some inventory,
1747 * 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,
1748 * do some sanity checking anyways. 1777 * do some sanity checking anyways.
1749 */ 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))))
1750 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
1751 if (op->spell && op->spell->type == SPELL) 1799 if (op->spell && op->spell->type == SPELL)
1752 { 1800 {
1753 /* 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 */
1754 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 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);
1758 } 1806 }
1759} 1807}
1760
1761
1762
1763 1808
1764/* fire_swarm: 1809/* fire_swarm:
1765 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1766 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1767 * the parts of the swarm. 1812 * the parts of the swarm.
1770 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1771 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1818 * n: the number to be fired.
1774 */ 1819 */
1775 1820int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1822{
1778 object *tmp;
1779 int i;
1780
1781 if (!spell->other_arch) return 0; 1823 if (!spell->other_arch)
1824 return 0;
1782 1825
1783 tmp=get_archetype(SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1784 tmp->x=op->x; 1827
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1787 set_spell_skill(op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1788
1789 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. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1791
1792 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1793 1832
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1796 return 1; 1835 return 1;
1797 } 1836
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1840
1802 tmp->direction=dir;
1803 tmp->invisible=1; 1841 tmp->invisible = 1;
1804 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
1805 return 1; 1849 return 1;
1806} 1850}
1807
1808 1851
1809/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1810 * function. 1853 * function.
1811 */ 1854 */
1855int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1856cast_light (object *op, object *caster, object *spell, int dir)
1857{
1813 object *target=NULL,*tmp=NULL; 1858 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1859 sint16 x, y;
1815 int dam, mflags; 1860 int dam, mflags;
1816 mapstruct *m; 1861 maptile *m;
1817 1862
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1864
1820 if(!dir) { 1865 if (dir)
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1822 return 0;
1823 } 1866 {
1824
1825 x=op->x+freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1827 m = op->map; 1869 m = op->map;
1828 1870
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1872
1831 if (mflags & P_OUT_OF_MAP) { 1873 if (mflags & P_OUT_OF_MAP)
1874 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1876 return 0;
1834 } 1877 }
1835 1878
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 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)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
1883 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1885 if (target->head)
1886 target = target->head;
1887
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1843 } 1890 }
1844 } 1891 }
1845 1892
1846 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1847 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 {
1848 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.");
1849 return 0; 1897 return 0;
1898 }
1850 } 1899 }
1851 1900
1852 /* 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 */
1853 tmp=arch_to_object(spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 1903 if (!tmp)
1904 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1906 return 0;
1857 } 1907 }
1908
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1859 if (tmp->glow_radius) { 1911 if (tmp->glow_radius)
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1912 tmp->set_glow_radius (
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1862 } 1914 );
1863 tmp->x=x; 1915
1864 tmp->y=y; 1916 if (dir)
1865 insert_ob_in_map(tmp,m,op,0); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1866 return 1; 1921 return 1;
1867} 1922}
1868
1869
1870
1871 1923
1872/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1873 * player and infects someone. 1925 * player and infects someone.
1874 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1877 */ 1929 */
1878 1930int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1931cast_cause_disease (object *op, object *caster, object *spell, int dir)
1932{
1880 sint16 x,y; 1933 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 1934 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 1935 object *walk;
1883 mapstruct *m; 1936 maptile *m;
1884 1937
1885 x = op->x; 1938 x = op->x;
1886 y = op->y; 1939 y = op->y;
1887 1940
1888 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 1942 * direction the player is pointing.
1890 */ 1943 */
1944 if (!dir)
1891 if (!dir) dir=op->facing; 1945 dir = op->facing;
1946
1947 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1948 return 0; /* won't find anything if casting on ourself, so just return */
1893 1949
1894 /* Calculate these once here */ 1950 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 1951 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 1952 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 1953 dur_mod = SP_level_duration_adjust (caster, spell);
1898 1954
1899 /* search in a line for a victim */ 1955 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 1956 for (i = 1; i < range; i++)
1957 {
1901 x = op->x + i * freearr_x[dir]; 1958 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 1959 y = op->y + i * freearr_y[dir];
1903 m = op->map; 1960 m = op->map;
1904 1961
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 1962 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1963
1907 if (mflags & P_OUT_OF_MAP) return 0; 1964 if (mflags & P_OUT_OF_MAP)
1965 return 0;
1908 1966
1909 /* don't go through walls - presume diseases are airborne */ 1967 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1968 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1969 return 0;
1911 1970
1912 /* Only bother looking on this space if there is something living here */ 1971 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 1972 if (mflags & P_IS_ALIVE)
1973 {
1914 /* search this square for a victim */ 1974 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1976 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1977 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 1978 object *disease = arch_to_object (spell->other_arch);
1918 1979
1919 set_owner(disease,op); 1980 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 1983 disease->level = casting_level (caster, spell);
1923 1984
1924 /* do level adjustments */ 1985 /* do level adjustments */
1925 if(disease->stats.wc) 1986 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 1987 disease->stats.wc += dur_mod / 2;
1927 1988
1928 if(disease->magic> 0) 1989 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 1990 disease->magic += dur_mod / 8;
1930 1991
1931 if(disease->stats.maxhp>0) 1992 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 1993 disease->stats.maxhp += dur_mod;
1933 1994
1934 if(disease->stats.maxgrace>0) 1995 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 1996 disease->stats.maxgrace += dur_mod;
1936 1997
1937 if(disease->stats.dam) { 1998 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 1999 {
1939 disease->stats.dam += dam_mod; 2000 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2001 disease->stats.dam += dam_mod;
1941 } 2002 else
2003 disease->stats.dam -= dam_mod;
2004 }
1942 2005
1943 if(disease->last_sp) { 2006 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2007 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2008 disease->last_sp -= 2 * dam_mod;
1946 } 2009 if (disease->last_sp < 1)
2010 disease->last_sp = 1;
2011 }
1947 2012
1948 if(disease->stats.maxsp) { 2013 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2014 {
1950 disease->stats.maxsp += dam_mod; 2015 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2016 disease->stats.maxsp += dam_mod;
1952 } 2017 else
1953 2018 disease->stats.maxsp -= dam_mod;
2019 }
2020
1954 if(disease->stats.ac) 2021 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2022 disease->stats.ac += dam_mod;
1956 2023
1957 if(disease->last_eat) 2024 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2025 disease->last_eat -= dam_mod;
1959 2026
1960 if(disease->stats.hp) 2027 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2028 disease->stats.hp -= dam_mod;
1962 2029
1963 if(disease->stats.sp) 2030 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2031 disease->stats.sp -= dam_mod;
1965 2032
1966 if(infect_object(walk,disease,1)) { 2033 if (infect_object (walk, disease, 1))
1967 object *flash; /* visual effect for inflicting disease */ 2034 {
1968
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2035 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2036
1971 free_object(disease); /* don't need this one anymore */ 2037 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2038 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1973 flash->x = x; 2039 return 1;
1974 flash->y = y; 2040 }
1975 flash->map = walk->map; 2041
1976 insert_ob_in_map(flash,walk->map,op,0); 2042 disease->destroy ();
1977 return 1; 2043 }
1978 } 2044 } /* if living creature */
1979 free_object(disease); 2045 } /* for range of spaces */
1980 } 2046
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2047 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2048 return 1;
1985} 2049}

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