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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.88 by root, Mon Oct 12 14:00:59 2009 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * 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 Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* 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) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 44{
52 int weight_move; 45 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 47
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 48 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 50 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 51 return;
58 }else{ 52 }
53 else
54 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 55 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);*/ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 57 }
62 58
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 60 {
65 int num_sections = 1; 61 int num_sections = 1;
66 62
67 /* don't move DM */ 63 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 65 return;
70 66
71 /* don't move parts of objects */ 67 /* don't move parts of objects */
72 if(tmp->head) continue; 68 if (tmp->head)
69 continue;
73 70
74 /* don't move floors or immobile objects */ 71 /* 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; 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* 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 80 * 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. 81 * object, not just the head, so the total weight should be relevant.
83 */ 82 */
84 83
85 /* surface area? -tm */ 84 /* surface area? -tm */
86 85
87 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
89 88
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* move it. */
91 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
93 * also be safe for objects. 93 * also be safe for objects.
94 * This does return if successful or not, but 94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
96 * right now. 96 * right now.
97 */ 97 */
98 move_object(tmp, absdir(op->stats.sp)); 98 move_object (tmp, absdir (op->stats.sp));
99 } 99 }
100 100
101 } 101 }
102} 102}
103 103
104/*************************************************************************** 104/***************************************************************************
105 * 105 *
106 * BOLT CODE 106 * BOLT CODE
107 * 107 *
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113 113void
114void forklightning(object *op, object *tmp) { 114forklightning (object *op, object *tmp)
115{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 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 */ 117 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 118 maptile *m;
118 sint16 sx,sy; 119 sint16 sx, sy;
119 object *new_bolt; 120 object *new_bolt;
120 121
121 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 124 * 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 125 * down to 0 for one going 90 degrees left off original path
125 */ 126 */
126 127
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 128 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 129 new_dir = -1;
129 130
130 /* check the new dir for a wall and in the map*/ 131 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
132 133
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 134 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 135 return;
135 return;
136 136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 138 return;
139 139
140 /* OK, we made a fork */ 140 /* OK, we made a fork */
141 new_bolt = get_object(); 141 new_bolt = tmp->clone ();
142 142
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 153 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 156 update_turn_face (new_bolt);
160} 157}
161 158
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
164 */ 161 */
165 162void
166void move_bolt(object *op) { 163move_bolt (object *op)
167 object *tmp; 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 mapstruct *m; 167 maptile *m;
171 168
172 if(--(op->duration)<0) { 169 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 170 {
171 op->drop_and_destroy ();
172 return;
173 }
174
177 hit_map(op,0,op->attacktype,1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
179 if(!op->direction) 177 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; 178 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++;
249 179
250 /* New forking code. Possibly create forks of this object 180 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; 181 op->range = 0;
261 } /* copy object and move it along */ 182 else
262 } /* if move bolt along */ 183 {
184 x = op->x + DIRX (op);
185 y = op->y + DIRY (op);
186 m = op->map;
187 mflags = get_map_flags (m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP)
190 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)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
198 {
199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if (op->direction & 1)
211 op->direction = absdir (op->direction + 4);
212 else
213 {
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
239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
240 return;
241 }
242 else
243 { /* Create a copy of this object and put it ahead */
244 object *tmp = op->clone ();
245
246 m->insert (tmp, x, y, op);
247 tmp->speed_left = -0.1f;
248 /* To make up for the decrease at the top of the function */
249 tmp->duration++;
250
251 /* New forking code. Possibly create forks of this object
252 * going off in other directions.
253 */
254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */
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;
261 } /* copy object and move it along */
262 } /* if move bolt along */
263} 263}
264 264
265/* fire_bolt 265/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 266 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 267 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 269 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
271 * pointers. 271 * pointers.
272 */ 272 */
273 273int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
275{
275 object *tmp=NULL; 276 object *tmp = NULL;
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp=arch_to_object(spob->other_arch); 282 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 289
290 if (spob->slaying)
291 tmp->slaying = spob->slaying;
292
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
293 297
294 tmp->direction=dir; 298 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
297 301
298 set_owner(tmp,op); 302 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
300 304
301 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 307 tmp->map = op->map;
304 308
309 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 312 {
313 tmp->drop_and_destroy ();
314 return 0;
315 }
316
317 tmp->map = newmap;
318
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 322 {
323 tmp->drop_and_destroy ();
313 return 0; 324 return 0;
314 } 325 }
315 tmp->x=op->x; 326
316 tmp->y=op->y; 327 tmp->x = op->x;
328 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 329 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 330 tmp->map = op->map;
319 } 331 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 334 move_bolt (tmp);
335
322 return 1; 336 return 1;
323} 337}
324
325
326 338
327/*************************************************************************** 339/***************************************************************************
328 * 340 *
329 * BULLET/BALL CODE 341 * BULLET/BALL CODE
330 * 342 *
331 ***************************************************************************/ 343 ***************************************************************************/
332 344
333/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 347 * At least that is what I think this does.
336 */ 348 */
349void
337void explosion(object *op) { 350explosion (object *op)
338 object *tmp; 351{
339 mapstruct *m=op->map; 352 maptile *m = op->map;
340 int i; 353 int i;
341 354
342 if(--(op->duration)<0) { 355 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 356 {
357 op->destroy ();
358 return;
359 }
360
347 hit_map(op,0,op->attacktype,0); 361 hit_map (op, 0, op->attacktype, 0);
348 362
349 if(op->range>0) { 363 if (op->range > 0)
350 for(i=1;i<9;i++) { 364 {
365 for (i = 1; i < 9; i++)
366 {
351 sint16 dx,dy; 367 sint16 dx, dy;
352 368
353 dx=op->x+freearr_x[i]; 369 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
355 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 373 * out of map, etc.
357 */ 374 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 376 {
360 copy_object(op,tmp); 377 object *tmp = op->clone ();
361 tmp->state=0; 378
362 tmp->speed_left= -0.21; 379 tmp->state = 0;
363 tmp->range--; 380 tmp->speed_left = -0.21f;
364 tmp->value=0; 381 tmp->range--;
365 tmp->x=dx; 382 tmp->value = 0;
366 tmp->y=dy; 383
367 insert_ob_in_map(tmp,m,op,0); 384 m->insert (tmp, dx, dy, op);
385 }
386 }
368 } 387 }
369 }
370 }
371} 388}
372
373 389
374/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
376 * explode. 392 * explode.
377 */ 393 */
394void
378void explode_bullet(object *op) 395explode_bullet (object *op)
379{ 396{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 397 object *tmp, *owner;
382 398
383 if (op->other_arch == NULL) { 399 if (!op->other_arch)
400 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 402 op->destroy ();
386 free_object (op); 403 return;
387 return;
388 } 404 }
389 405
390 if (op->env) { 406 if (op->env)
391 object *env; 407 {
408 object *env = op->outer_env ();
392 409
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 410 if (!env->map || out_of_map (env->map, env->x, env->y))
411 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 413 op->destroy ();
397 free_object (op);
398 return; 414 return;
399 } 415 }
400 remove_ob (op); 416
401 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 418 }
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)) { 419 else if (out_of_map (op->map, op->x, op->y))
420 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 422 op->destroy ();
407 free_object (op); 423 return;
408 return;
409 } 424 }
410 425
426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
427 // NOTE: If this breaks something important: remove this. I can't think of anything
428 // bad at the moment that might happen from this.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 430 {
413 remove_ob (op); 431 op->destroy ();
414 free_object (op); 432 return;
433 }
434
435 if (op->attacktype)
436 {
437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ())
415 return; 440 return;
416 } 441 }
417 442
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
426 445
427 copy_owner (tmp, op); 446 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 448
431 owner = get_owner(op); 449 owner = op->owner;
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450
451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
433 !tailor_god_spell(tmp, owner)) { 454 && !tailor_god_spell (tmp, owner))
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 455 {
438 tmp->x = op->x; 456 op->destroy ();
439 tmp->y = op->y; 457 return;
458 }
440 459
441 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462 {
443 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 464 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 465 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 466 tmp->duration = op->duration;
447 } else { 467 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 468 else
469 {
470 if (op->attacktype & AT_MAGIC)
471 tmp->attacktype |= AT_MAGIC;
472
449 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 477 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 478 * the count of the parent should work fine.
455 */ 479 */
456 tmp->stats.maxhp = op->count; 480 tmp->stats.maxhp = op->count;
457 } 481 }
458 482
459 /* Set direction of cone explosion */ 483 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 484 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
462 486
463 /* Prevent recursion */ 487 /* Prevent recursion */
464 op->move_on = 0; 488 op->move_on = 0;
465 489
466 insert_ob_in_map(tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
467 /* remove the firebullet */ 493 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 495}
473
474
475 496
476/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
478 */ 499 */
479 500void
480void check_bullet(object *op) 501check_bullet (object *op)
481{ 502{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 503 object *tmp;
484 int dam, mflags; 504 int dam, mflags;
485 mapstruct *m; 505 maptile *m;
486 sint16 sx, sy; 506 sint16 sx, sy;
487 507
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 509
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 511 return;
492 512
493 if (op->other_arch) { 513 if (op->other_arch)
514 {
494 /* explode object will also remove op */ 515 /* explode object will also remove op */
495 explode_bullet (op); 516 explode_bullet (op);
496 return; 517 return;
497 } 518 }
498 519
499 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
501 523
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
503 { 525 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 527 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529
508 || (op->stats.dam -= dam) < 0) 530 // TODO: can't understand the following if's
531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 { 532 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 534 {
512 free_object(op); 535 op->destroy ();
513 return; 536 return;
514 } 537 }
515 } 538 }
516 } 539 }
517 } 540 }
518} 541}
519
520 542
521/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 544 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
525 */ 547 */
526 548void
527void move_bullet(object *op) 549move_bullet (object *op)
528{ 550{
529 sint16 new_x, new_y;
530 int mflags;
531 mapstruct *m;
532
533#if 0 551#if 0
534 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
535 553
536 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
539 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
541 return; 560 return;
542 } /* end addition. */ 561 } /* end addition. */
543#endif 562#endif
544 563
545 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
547 if (op->other_arch) { 567 if (op->other_arch)
548 explode_bullet (op); 568 explode_bullet (op);
549 } else { 569 else
550 remove_ob (op); 570 op->destroy ();
551 free_object (op); 571
552 }
553 return; 572 return;
573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
554 } 579 {
555 580 op->destroy ();
556 new_x = op->x + DIRX(op);
557 new_y = op->y + DIRY(op);
558 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
560
561 if (mflags & P_OUT_OF_MAP) {
562 remove_ob (op);
563 free_object (op);
564 return; 581 return;
582 }
583
584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
565 } 589 {
566
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
568 if (op->other_arch) { 590 if (op->other_arch)
569 explode_bullet (op); 591 explode_bullet (op);
570 } else { 592 else
571 remove_ob (op); 593 op->destroy ();
572 free_object (op); 594
573 }
574 return; 595 return;
575 } 596 }
576 597
577 remove_ob (op); 598 if (!(op = pos.insert (op, op)))
578 op->x = new_x;
579 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
581 return; 599 return;
582 600
583 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
584 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 604 update_turn_face (op);
586 } else { 605 }
606 else
587 check_bullet (op); 607 check_bullet (op);
588 }
589} 608}
590
591
592
593 609
594/* fire_bullet 610/* fire_bullet
595 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
598 * spob->attacktype. 614 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
600 * pointers. 616 * pointers.
601 */ 617 */
602 618int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
604 object *tmp=NULL; 621 object *tmp = NULL;
605 int mflags; 622 int mflags;
606 623
607 if (!spob->other_arch) 624 if (!spob->other_arch)
608 return 0; 625 return 0;
609 626
610 tmp=arch_to_object(spob->other_arch); 627 tmp = spob->other_arch->instance ();
611 if(tmp==NULL) 628 if (!tmp)
612 return 0; 629 return 0;
613 630
614 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
618 636
619 tmp->range = 50; 637 tmp->range = 50;
620 638
621 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 643
626 tmp->direction=dir; 644 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
629 647
630 set_owner(tmp,op); 648 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
632 650
633 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 653 tmp->map = op->map;
636 654
655 maptile *newmap;
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 658 {
659 tmp->destroy ();
660 return 0;
661 }
662
663 tmp->map = newmap;
664
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
666 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 668 {
669 tmp->destroy ();
645 return 0; 670 return 0;
646 } 671 }
647 tmp->x=op->x; 672
648 tmp->y=op->y; 673 tmp->x = op->x;
674 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 675 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 676 tmp->map = op->map;
651 } 677 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 678
679 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 680 check_bullet (tmp);
654 } 681
655 return 1; 682 return 1;
656} 683}
657
658
659
660 684
661/***************************************************************************** 685/*****************************************************************************
662 * 686 *
663 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
664 * 688 *
665 *****************************************************************************/ 689 *****************************************************************************/
666 690
667
668/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
692void
669void cone_drop(object *op) { 693cone_drop (object *op)
694{
670 object *new_ob = arch_to_object(op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
671 696
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 697 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 698 new_ob->set_owner (op->owner);
676 699
677 /* preserve skill ownership */ 700 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 701 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 702 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 703
681 } 704 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 705}
685 706
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 708
709void
688void move_cone(object *op) { 710move_cone (object *op)
689 int i; 711{
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 713 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 } 714 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0);
717 return;
718 }
700 719
701 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
722 {
703 hit_map(op,0,op->attacktype,0); 723 hit_map (op, 0, op->attacktype, 0);
704 return; 724 return;
705 } 725 }
706 726
707#if 0 727#if 0
708 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 729 * when their cone dies when they die.
710 */ 730 */
711 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 732 if (op->owner == NULL)
713 remove_ob(op); 733 {
714 free_object(op); 734 op->destroy ();
715 return; 735 return;
716 } 736 }
717#endif 737#endif
718 738
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 739 hit_map (op, 0, op->attacktype, 0);
721 740
741 if (!op->is_on_map ())
742 return;
743
722 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
724 * degree. 746 * degree.
725 */ 747 */
748 if (op->weight)
749 {
726 if(op->weight) check_spell_knockback(op); 750 check_spell_knockback (op);
727 751
728 if (was_destroyed (op, tag)) 752 if (!op->is_on_map ())
729 return; 753 return;
754 }
730 755
731 if((op->duration--)<0) { 756 if (op->duration-- < 0)
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 757 {
758 op->destroy ();
759 return;
760 }
736 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 762 * any further. When the duration above expires,
738 * then the object will get removed. 763 * then the object will get removed.
739 */ 764 */
740 if (--op->range < 0) { 765 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 766 {
767 op->range = 0; /* just so it doesn't wrap */
768 return;
769 }
744 770
745 for(i= -1;i<2;i++) { 771 for (int i = -1; i <= 1; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 772 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 774
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 776 {
751 copy_object(op, tmp); 777 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 778
755 tmp->duration = op->duration + 1; 779 tmp->duration = op->duration + 1;
756 780
757 /* Use for spell tracking - see ok_to_put_more() */ 781 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 782 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 783
760 if (tmp->other_arch) cone_drop(tmp); 784 op->map->insert (tmp, x, y, op);
761 } 785
786 if (tmp->other_arch)
787 cone_drop (tmp);
788 }
762 } 789 }
763} 790}
764 791
765/* cast_cone: casts a cone spell. 792/* cast_cone: casts a cone spell.
766 * op: person firing the object. 793 * op: person firing the object.
768 * dir: direction to fire in. 795 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 796 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 797 * to fire.
771 * returns 0 on failure, 1 on success. 798 * returns 0 on failure, 1 on success.
772 */ 799 */
800int
773int cast_cone(object *op, object *caster,int dir, object *spell) 801cast_cone (object *op, object *caster, int dir, object *spell)
774{ 802{
775 object *tmp; 803 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 804 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 805 maptile *m;
778 sint16 sx, sy; 806 sint16 sx, sy;
779 MoveType movetype; 807 MoveType movetype;
780 808
781 if (!spell->other_arch) return 0; 809 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 810 return 0;
811
812 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 813 {
814 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
815 return 0;
816 }
789 817
790 if(!dir) { 818 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 819 {
820 range_min = 0;
821 range_max = 8;
822 }
794 823
795 /* Need to know what the movetype of the object we are about 824 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 825 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 826 * insert it into is blocked.
798 */ 827 */
799 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
800 829
801 for(i=range_min;i<=range_max;i++) { 830 for (i = range_min; i <= range_max; i++)
802 sint16 x,y, d; 831 {
832 sint16 x, y;
803 833
804 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 837 * to hit that person.
808 */ 838 */
809 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
810 while (d < 0) d+=8;
811 while (d > 8) d-=8;
812 840
813 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 845 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 846 * for the rune code.
819 */ 847 */
820 if (caster->type != RUNE && d==0) { 848 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 849 {
822 else continue; 850 if (dir != 0)
823 } 851 d = 8;
852 else
853 continue;
854 }
824 855
825 x = op->x+freearr_x[d]; 856 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 857 y = op->y + freearr_y[d];
827 858
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 859 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 860 continue;
830 861
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 863 continue;
833 864
834 success=1; 865 success = 1;
835 tmp=arch_to_object(spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 867 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 870 tmp->attacktype = spell->attacktype;
842 871
843 /* holy word stuff */ 872 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 874 if (!tailor_god_spell (tmp, op))
846 } 875 return 0;
847 876
848 if(dir) 877 if (dir)
849 tmp->stats.sp=dir; 878 tmp->stats.sp = dir;
850 else 879 else
851 tmp->stats.sp=i; 880 tmp->stats.sp = i;
852 881
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 882 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 883
855 /* If casting it in all directions, it doesn't go as far */ 884 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 885 if (dir == 0)
886 {
857 tmp->range /= 4; 887 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 888 if (tmp->range < 2 && spell->range >= 2)
859 } 889 tmp->range = 2;
890 }
891
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 892 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 893 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 894
863 /* Special bonus for fear attacks */ 895 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 896 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 897 {
866 else 898 if (caster->type == PLAYER)
899 tmp->duration += fear_bonus[caster->stats.Cha];
900 else
867 tmp->duration += caster->level/3; 901 tmp->duration += caster->level / 3;
868 } 902 }
903
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 904 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 905 {
871 else 906 if (caster->type == PLAYER)
907 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
908 else
872 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
873 } 910 }
874 911
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 spell->other_arch->name);
879 914
880 if (!tmp->move_on && tmp->stats.dam) { 915 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 917
918 m->insert (tmp, sx, sy, op);
919
887 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 921 * a single space too many times.
889 */ 922 */
890 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
891 924
892 if(tmp->other_arch) cone_drop(tmp); 925 if (tmp->other_arch)
926 cone_drop (tmp);
893 } 927 }
928
894 return success; 929 return success;
895} 930}
896 931
897/**************************************************************************** 932/****************************************************************************
898 * 933 *
899 * BOMB related code 934 * BOMB related code
900 * 935 *
901 ****************************************************************************/ 936 ****************************************************************************/
902 937
903
904/* This handles an exploding bomb. 938/* This handles an exploding bomb.
905 * op is the original bomb object. 939 * op is the original bomb object.
906 */ 940 */
941void
907void animate_bomb(object *op) { 942animate_bomb (object *op)
908 int i; 943{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return;
914
915 env = object_get_env_recursive(op);
916
917 if (op->env) {
918 if (env->map == NULL)
919 return;
920
921 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count);
923
924 remove_ob(op);
925 op->x = env->x;
926 op->y = env->y;
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
928 return; 945 return;
946
947 object *env = op->outer_env ();
948
949 if (op->env)
929 } 950 {
951 if (!env->map)
952 return;
930 953
954 if (!(op = op->insert_at (env, op)))
955 return;
956 }
957
958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
959 // on a safe map. I don't like this special casing, but it seems to be neccessary
960 // as bombs can be carried.
961 if (op->ms ().flags () & P_SAFE)
962 {
963 op->destroy ();
964 return;
965 }
966
931 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 969 * so just set up the appropriate values.
934 */ 970 */
935 at = find_archetype(SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 972 {
937 for(i=1;i<9;i++) { 973 for (int i = 1; i < 9; i++)
974 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 976 continue;
940 tmp = arch_to_object(at); 977
978 object *tmp = arch_to_object (at);
941 tmp->direction = i; 979 tmp->direction = i;
942 tmp->range = op->range; 980 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 982 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 984 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 985 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 986 tmp->skill = op->skill;
949 tmp->skill = add_refcount(op->skill); 987
988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
989 SET_ANIMATION (tmp, i);
990
991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
992 move_bullet (tmp);
993 }
950 } 994 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i);
953 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0);
956 move_bullet(tmp);
957 }
958 }
959 995
960 explode_bullet(op); 996 explode_bullet (op);
961} 997}
962 998
999int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1000create_bomb (object *op, object *caster, int dir, object *spell)
964 1001{
965 object *tmp; 1002 object *tmp;
966 int mflags; 1003 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1005 maptile *m;
969 1006
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1016 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1018 return 0;
1019 }
974 } 1020 }
1021
975 tmp=arch_to_object(spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
976 1023
977 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
982 1029
983 set_owner(tmp,op); 1030 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1032
986 tmp->y=dy; 1033 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1034 return 1;
989} 1035}
990 1036
991/**************************************************************************** 1037/****************************************************************************
992 * 1038 *
993 * smite related spell code. 1039 * smite related spell code.
1001 * dir is the direction to look in. 1047 * dir is the direction to look in.
1002 * range is how far out to look. 1048 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1005 */ 1051 */
1006 1052object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1053get_pointed_target (object *op, int dir, int range, int type)
1054{
1008 object *target; 1055 object *target;
1009 sint16 x,y; 1056 sint16 x, y;
1010 int dist, mflags; 1057 int dist, mflags;
1011 mapstruct *mp; 1058 maptile *mp;
1012 1059
1013 if (dir==0) return NULL; 1060 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1061 return NULL;
1035}
1036 1062
1063 for (dist = 1; dist < range; dist++)
1064 {
1065 x = op->x + freearr_x[dir] * dist;
1066 y = op->y + freearr_y[dir] * dist;
1067 mp = op->map;
1068 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1069
1070 if (mflags & P_OUT_OF_MAP)
1071 return NULL;
1072 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1073 return NULL;
1074 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1075 return NULL;
1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1077 return NULL;
1078
1079 if (mflags & P_IS_ALIVE)
1080 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1082 return target;
1083 }
1084
1085 return NULL;
1086}
1037 1087
1038/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1040 * usual params - 1090 * usual params -
1041 * op = player 1091 * op = player
1042 * caster = object casting the spell. 1092 * caster = object casting the spell.
1043 * dir = direction being cast 1093 * dir = direction being cast
1044 * spell = spell object 1094 * spell = spell object
1045 */ 1095 */
1046 1096int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1098{
1048 object *effect, *target; 1099 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1100 object *god = find_god (determine_god (op));
1050 int range; 1101 int range;
1051 1102
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1103 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1104 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1105
1055 /* Bunch of conditions for casting this spell. Note that only 1106 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1107 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1108 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very 1109 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1110 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1112 * can't be friendly to your god.
1062 */ 1113 */
1063 1114
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1065 ||(!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1118 || (god && target->title == god->name)
1067 ||(target->race && god && strstr(target->race,god->race))) { 1119 || (god && target->race.contains (god->race)))
1120 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1122 return 0;
1070 } 1123 }
1071 1124
1072 if (spell->other_arch) 1125 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1074 else 1127 else
1075 return 0; 1128 return 0;
1076 1129
1077 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1134 {
1081 if(tailor_god_spell(effect,op)) 1135 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1137 else
1138 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1140 return 0;
1087 } 1141 }
1088 } 1142 }
1089 1143
1090 /* size of the area of destruction */ 1144 /* size of the area of destruction */
1091 effect->range=spell->range + 1145 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1146 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1147
1096 if (effect->attacktype & AT_DEATH) { 1148 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1149 {
1098 SP_level_dam_adjust(caster,spell); 1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1151
1100 /* casting death spells at undead isn't a good thing */ 1152 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1153 if (QUERY_FLAG (target, FLAG_UNDEAD))
1154 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1155 if (random_roll (0, 2, op, PREFER_LOW))
1156 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1158 effect->x = op->x;
1105 effect->y=op->y; 1159 effect->y = op->y;
1106 } else { 1160 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1161 else
1108 query_name(target)); 1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1164 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1165 effect->destroy ();
1111 return 0; 1166 return 0;
1167 }
1168 }
1112 } 1169 }
1113 } 1170 else
1114 } else { 1171 {
1115 /* how much woe to inflict :) */ 1172 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1173 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1174 }
1119 1175
1120 set_owner(effect,op); 1176 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1177 set_spell_skill (op, caster, spell, effect);
1122 1178
1123 /* ok, tell it where to be, and insert! */ 1179 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1180 effect->insert_at (target, op);
1125 effect->y=target->y; 1181
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1182 return 1;
1129} 1183}
1130
1131 1184
1132/**************************************************************************** 1185/****************************************************************************
1133 * 1186 *
1134 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1135 * note that the fire_bullet is used to fire the missile. The 1188 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1189 * code here is just to move the missile.
1137 ****************************************************************************/ 1190 ****************************************************************************/
1138 1191
1139/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1193void
1140void move_missile(object *op) { 1194move_missile (object *op)
1141 int i, mflags; 1195{
1142 object *owner;
1143 sint16 new_x, new_y;
1144 mapstruct *m;
1145
1146 if (op->range-- <=0) { 1196 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1151 1201
1152 owner = get_owner(op); 1202 mapxy pos (op);
1153#if 0 1203 pos.move (op->direction);
1154 /* It'd make things nastier if this wasn't here - spells cast by 1204
1155 * monster that are then killed would continue to survive 1205 if (!pos.normalise ())
1156 */
1157 if (owner == NULL) {
1158 remove_ob(op);
1159 free_object(op);
1160 return;
1161 } 1206 {
1162#endif 1207 op->destroy ();
1208 return;
1209 }
1163 1210
1164 new_x = op->x + DIRX(op); 1211 mapspace &ms = pos.ms ();
1165 new_y = op->y + DIRY(op);
1166 1212
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1168 1214 {
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1171 tag_t tag = op->count;
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1175 */ 1218 */
1176 if ( ! was_destroyed (op, tag)) { 1219 op->destroy ();
1177 remove_ob (op); 1220 return;
1178 free_object(op); 1221 }
1179 } 1222
1180 return; 1223 if (!op->direction)
1181 } 1224 {
1182 1225 op->destroy ();
1183 remove_ob(op); 1226 return;
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1185 free_object(op);
1186 return;
1187 } 1227 }
1188 op->x = new_x; 1228
1189 op->y = new_y; 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1190 op->map = m;
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1192 if(i > 0 && i != op->direction){ 1230 if (i > 0 && i != op->direction)
1231 {
1193 op->direction=i; 1232 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1195 } 1234 }
1196 insert_ob_in_map(op,op->map,op,0); 1235
1236 pos.insert (op, op);
1197} 1237}
1198 1238
1199/**************************************************************************** 1239/****************************************************************************
1200 * Destruction 1240 * Destruction
1201 ****************************************************************************/ 1241 ****************************************************************************/
1242
1202/* make_object_glow() - currently only makes living objects glow. 1243/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1207 */ 1248 */
1208 1249int
1209int make_object_glow(object *op, int radius, int time) { 1250make_object_glow (object *op, int radius, int time)
1210 object *tmp; 1251{
1211
1212 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1254 return 0;
1215 1255
1216 tmp=get_archetype(FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1258 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1221 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII;
1223
1224 tmp->x=op->x;
1225 tmp->y=op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1228 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1230 1265
1231 if(!tmp->env||op!=tmp->env) {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1233 op->name);
1234 return 0;
1235 }
1236 return 1; 1266 return 1;
1237} 1267}
1238 1268
1239 1269int
1240
1241
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1270cast_destruction (object *op, object *caster, object *spell_ob)
1243 int i,j, range, mflags, friendly=0, dam, dur; 1271{
1244 sint16 sx,sy;
1245 mapstruct *m;
1246 object *tmp;
1247 const char *skill;
1248
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1253 1275
1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1277
1254 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route.
1259 */ 1280 */
1260 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1283 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1285 else if (caster->skill)
1286 op->skill = caster->skill;
1287 else
1263 else op->skill = NULL; 1288 op->skill = 0;
1264 1289
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1266 1291
1267 for(i= -range; i<range; i++) { 1292 unordered_mapwalk (op, -range, -range, range, range)
1268 for(j=-range; j<range ; j++) { 1293 {
1269 m = op->map; 1294 mapspace &ms = m->at (nx, ny);
1270 sx = op->x + i; 1295
1271 sy = op->y + j;
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue;
1274 if (mflags & P_IS_ALIVE) { 1296 if (ms.flags () & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1277 } 1299 {
1278 if (tmp) { 1300 tmp = tmp->head_ ();
1279 if (tmp->head) tmp=tmp->head;
1280 1301
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1304 {
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1306 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1308
1286 tmp = arch_to_object(spell_ob->other_arch); 1309 if (spell_ob->other_arch)
1287 tmp->x = sx; 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1288 tmp->y = sy; 1311 }
1289 insert_ob_in_map(tmp, m, op, 0); 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1290 } 1313 {
1291 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1293 tmp->resist[ATNR_MAGIC]!=100) {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1296 effect->x = sx; 1316 }
1297 effect->y = sy; 1317 }
1298 insert_ob_in_map(effect, m, op, 0); 1318 }
1299 }
1300 }
1301 }
1302 }
1303 } 1319 }
1304 } 1320
1305 }
1306 op->skill = skill; 1321 op->skill = skill;
1307 return 1; 1322 return 1;
1308} 1323}
1309 1324
1310/*************************************************************************** 1325/***************************************************************************
1311 * 1326 *
1312 * CURSE 1327 * CURSE
1313 * 1328 *
1314 ***************************************************************************/ 1329 ***************************************************************************/
1315 1330
1331int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1333{
1317 object *god = find_god(determine_god(op)); 1334 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1335 object *tmp, *force;
1319 1336
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1337 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1338 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1339 {
1340 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1341 return 0;
1342 }
1327 1343
1344 tmp = tmp->head_ ();
1345
1328 /* If we've already got a force of this type, don't add a new one. */ 1346 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1347 for (force = tmp->inv; force; force = force->below)
1348 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1350 {
1331 if (force->name == spell_ob->name) { 1351 if (force->name == spell_ob->name)
1332 break; 1352 {
1333 } 1353 break;
1354 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1355 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1356 {
1336 "You can not cast %s while %s is in effect", 1357 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1358 return 0;
1338 return 0; 1359 }
1360 }
1339 } 1361 }
1340 } 1362
1363 if (!force)
1341 } 1364 {
1342
1343 if(force==NULL) {
1344 force=get_archetype(FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name); 1367
1347 if (spell_ob->race) 1368 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1369 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1370 else
1371 force->name = spell_ob->name;
1372
1373 force->name_pl = spell_ob->name;
1374
1375 }
1376 else
1377 {
1355 int duration; 1378 int duration;
1356 1379
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1380 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1381 if (duration > force->duration)
1382 {
1359 force->duration = duration; 1383 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1385 }
1386 else
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1388
1364 return 1; 1389 return 1;
1365 } 1390 }
1391
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1393 force->speed = 1.f;
1368 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1369 SET_FLAG(force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1370 1396
1371 if(god) { 1397 if (god)
1398 {
1372 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1402 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1403 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1404 }
1378 } else 1405 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1406 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1407
1381 1408
1382 if(tmp!=op && op->type==PLAYER) 1409 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1410 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1411
1385 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1387 1414
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1416 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1417 tmp->update_stats ();
1391 return 1; 1418 return 1;
1392 1419
1393} 1420}
1394
1395 1421
1396/********************************************************************** 1422/**********************************************************************
1397 * mood change 1423 * mood change
1398 * Arguably, this may or may not be an attack spell. But since it 1424 * Arguably, this may or may not be an attack spell. But since it
1399 * effects monsters, it seems best to put it into this file 1425 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/ 1426 ***********************************************************************/
1401 1427
1402/* This covers the various spells that change the moods of monsters - 1428/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1429 * makes them angry, peacful, friendly, etc.
1404 */ 1430 */
1431int
1405int mood_change(object *op, object *caster, object *spell) { 1432mood_change (object *op, object *caster, object *spell)
1433{
1406 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1408 sint16 x, y, nx, ny;
1409 mapstruct *m;
1410 const char *race; 1436 const char *race;
1411 1437
1412 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1439 * doing it over and over again.
1414 */ 1440 */
1415 god=find_god(determine_god(op)); 1441 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1442 level = casting_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1444
1419 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1447 * won't ever match anything.
1422 */ 1448 */
1423 if (!spell->race) race=NULL; 1449 if (!spell->race)
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1450 race = NULL;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1452 race = god->slaying;
1453 else if (god && spell->race == shstr_GOD_FRIEND)
1454 race = god->race;
1455 else
1426 else race = spell->race; 1456 race = spell->race;
1457
1458 unordered_mapwalk (op, -range, -range, range, range)
1427 1459 {
1460 mapspace &ms = m->at (nx, ny);
1428 1461
1429 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) {
1431
1432 done_one=0;
1433 m = op->map;
1434 nx = x;
1435 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue;
1438
1439 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1463 if (!ms.flags () & P_IS_ALIVE)
1464 continue;
1441 1465
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1466 // players can only affect spaces that they can actually see
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1467 if (caster
1468 && caster->contr
1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1470 continue;
1444 1471
1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1473 if (tmp->flag [FLAG_MONSTER])
1474 break;
1475
1445 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1477 if (!tmp)
1478 continue;
1447 1479
1448 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1481 head = tmp->head_ ();
1450 else head=tmp;
1451 1482
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1483 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1484 if (race && head->race && !strstr (race, head->race))
1485 continue;
1486
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1488 continue;
1455 1489
1456 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1491 best_at = -1;
1458 if (spell->attacktype) { 1492 if (spell->attacktype)
1493 {
1459 for (at=0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1497 best_at = at;
1462 1498
1463 if (best_at == -1) at=0; 1499 if (best_at == -1)
1500 at = 0;
1464 else { 1501 else
1465 if (head->resist[best_at] == 100) continue;
1466 else at = head->resist[best_at] / 5;
1467 }
1468 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue;
1470 }
1471 else /* spell->attacktype */
1472 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476
1477 The chance will then be in the range [20-70] percent, not too bad.
1478
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster...
1481
1482 Ryo, august 14th
1483 */
1484 { 1502 {
1485 if ( head->level > level ) continue; 1503 if (head->resist[best_at] == 100)
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1487 /* Failed, no effect */
1488 continue; 1504 continue;
1505 else
1506 at = head->resist[best_at] / 5;
1489 } 1507 }
1490 1508
1509 at -= level / 5;
1510 if (did_make_save (head, head->level, at))
1511 continue;
1512 }
1513 else /* spell->attacktype */
1514 {
1515 /*
1516 Spell has no attacktype (charm & such), so we'll have a specific saving:
1517 * if spell level < monster level, no go
1518 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1519
1520 The chance will then be in the range [20-70] percent, not too bad.
1521
1522 This is required to fix the 'charm monster' abuse, where a player level 1 can
1523 charm a level 125 monster...
1524
1525 Ryo, august 14th
1526 */
1527 if (head->level > level)
1528 continue;
1529
1530 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1531 /* Failed, no effect */
1532 continue;
1533 }
1534
1491 /* Done with saving throw. Now start effecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1492 1537
1493 /* aggravation */ 1538 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1540 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1542 remove_friendly_object (head);
1543 done_one = 1;
1544 head->enemy = op;
1545 }
1498 1546
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */ 1547 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1549 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1551 head->enemy = NULL;
1507 done_one = 1; 1552 done_one = 1;
1508 } 1553 }
1509 1554
1510 /* berserk monsters */ 1555 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1557 {
1512 SET_FLAG(head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1559 done_one = 1;
1514 } 1560 }
1561
1515 /* charm */ 1562 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1563 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1564 {
1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1568 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1569 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1571 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1573 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1526 done_one = 1; 1575 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1576 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1577 head->stats.exp = 0;
1529 } 1578 }
1530 1579
1531 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1581 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx;
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 } 1583 }
1538 } /* for y */
1539 1584
1540 return 1; 1585 return 1;
1541} 1586}
1542
1543 1587
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1588/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1589 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1591 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1549 */ 1593 */
1550 1594void
1551void move_ball_spell(object *op) { 1595move_ball_spell (object *op)
1596{
1552 int i,j,dam_save,dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1554 object *owner; 1599 object *owner;
1555 mapstruct *m; 1600 maptile *m;
1556 1601
1557 owner = get_owner(op); 1602 owner = op->owner;
1558 1603
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1604 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1605 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1606 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1607 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1608 * deviations.
1564 */ 1609 */
1565 1610
1566 dir = 0; 1611 dir = 0;
1567 if(!(rndm(0, 3))) 1612 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1613 j = rndm (0, 1);
1569 else j=0; 1614 else
1615 j = 0;
1570 1616
1571 for(i = 1; i < 9; i++) { 1617 for (i = 1; i < 9; i++)
1618 {
1572 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1574 */ 1621 */
1575
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1578 1624
1579 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1627 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1628 {
1583 dir = tmpdir; 1629 dir = tmpdir;
1584 break; 1630 break;
1585 } 1631 }
1586 } 1632 }
1633
1587 if (dir == 0) { 1634 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1635 {
1636 nx = op->x;
1637 ny = op->y;
1638 m = op->map;
1639 }
1592 1640
1593 remove_ob(op); 1641 m->insert (op, nx, ny, op);
1594 op->y=ny; 1642
1595 op->x=nx;
1596 insert_ob_in_map(op,m,op,0);
1597
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1643 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1644 surrounding squares */
1600 1645
1601 /* loop over current square and neighbors to hit. 1646 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1647 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1648 * the surround spaces.
1604 */ 1649 */
1605 for(j=0;j<9;j++) { 1650 for (j = 0; j < 9; j++)
1606 object *new_ob; 1651 {
1607
1608 hx = nx+freearr_x[j]; 1652 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1653 hy = ny + freearr_y[j];
1610 1654
1611 m = op->map; 1655 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1657
1614 if (mflags & P_OUT_OF_MAP) continue; 1658 if (mflags & P_OUT_OF_MAP)
1659 continue;
1615 1660
1616 /* first, don't ever, ever hit the owner. Don't hit out 1661 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1662 * of the map either.
1618 */ 1663 */
1619 1664
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1665 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1666 {
1667 if (j)
1668 op->stats.dam = dam_save / 2;
1669
1622 hit_map(op,j,op->attacktype,1); 1670 hit_map (op, j, op->attacktype, 1);
1671 }
1623 1672
1624 }
1625
1626 /* insert the other arch */ 1673 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1674 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1628 new_ob = arch_to_object(op->other_arch); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1629 new_ob->x = hx;
1630 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0);
1632 }
1633 } 1676 }
1634 1677
1635 /* restore to the center location and damage*/ 1678 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1679 op->stats.dam = dam_save;
1637 1680
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1681 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1682
1640 if(i>=0) { /* we have a preferred direction! */ 1683 if (i >= 0)
1684 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1685 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1686 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1687 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1688 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1689
1646 op->direction=i; 1690 op->direction = i;
1647 } 1691 }
1648} 1692}
1649 1693
1650
1651/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1652 * This is an implementation of the swarm spell. It was written for 1695 * This is an implementation of the swarm spell. It was written for
1653 * meteor swarm, but it could be used for any swarm. A swarm spell 1696 * meteor swarm, but it could be used for any swarm. A swarm spell
1654 * is a special type of object that casts swarms of other types 1697 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1698 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1699 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1700 */
1658 1701void
1659void move_swarm_spell(object *op) 1702move_swarm_spell (object *op)
1660{ 1703{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1704#if 0
1683 // this is bogus: it causes wrong places to be checked below 1705 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1706 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1707 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1708 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1709 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1710#endif
1711 object *owner = op->env;
1730 1712
1713 if (!owner) // MUST not happen, remove when true TODO
1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1716 op->destroy ();
1717 return;
1718 }
1719
1720 if (!op->duration || !owner->is_on_map ())
1721 {
1722 op->drop_and_destroy ();
1723 return;
1724 }
1725
1726 op->duration--;
1727
1728 int basedir = op->direction;
1729 if (!basedir)
1730 {
1731 /* spray in all directions! 8) */
1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1734 }
1735
1736#if 0
1737 // this is bogus: it causes wrong places to be checked below
1738 // (a wall 2 cells away will block the effect...) and
1739 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1740 // space.
1741 // should be fixed later, but correctness before features...
1742 // (schmorp)
1743
1744 /* new offset calculation to make swarm element distribution
1745 * more uniform
1746 */
1747 if (op->duration)
1748 {
1749 if (basedir & 1)
1750 {
1751 adjustdir = cardinal_adjust[rndm (0, 8)];
1752 }
1753 else
1754 {
1755 adjustdir = diagonal_adjust[rndm (0, 9)];
1756 }
1757 }
1758 else
1759 {
1760 adjustdir = 0; /* fire the last one from forward. */
1761 }
1762
1763 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1764 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1765
1766 /* back up one space so we can hit point-blank targets, but this
1767 * necessitates extra out_of_map check below
1768 */
1769 origin_x = target_x - freearr_x[basedir];
1770 origin_y = target_y - freearr_y[basedir];
1771
1772
1731 /* spell pointer is set up for the spell this casts. Since this 1773 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1774 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1775 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1776 * do some sanity checking anyways.
1735 */ 1777 */
1778
1779 if (op->spell && op->spell->type == SPELL &&
1780 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1781 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1782 {
1783
1784 /* Bullet spells have a bunch more customization that needs to be done */
1785 if (op->spell->subtype == SP_BULLET)
1786 fire_bullet (owner, op, basedir, op->spell);
1787 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1788 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1789 }
1790#endif
1791
1792 /* spell pointer is set up for the spell this casts. Since this
1793 * should just be a pointer to the spell in some inventory,
1794 * it is unlikely to disappear by the time we need it. However,
1795 * do some sanity checking anyways.
1796 */
1797
1737 if (op->spell && op->spell->type == SPELL) 1798 if (op->spell && op->spell->type == SPELL)
1738 { 1799 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1800 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1804 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1744 } 1805 }
1745} 1806}
1746
1747
1748
1749 1807
1750/* fire_swarm: 1808/* fire_swarm:
1751 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1752 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1753 * the parts of the swarm. 1811 * the parts of the swarm.
1756 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1757 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1817 * n: the number to be fired.
1760 */ 1818 */
1761 1819int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1821{
1764 object *tmp;
1765 int i;
1766
1767 if (!spell->other_arch) return 0; 1822 if (!spell->other_arch)
1823 return 0;
1768 1824
1769 tmp=get_archetype(SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1770 tmp->x=op->x; 1826
1771 tmp->y=op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1773 set_spell_skill(op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1774
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1828 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1777
1778 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1779 1831
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1782 return 1; 1834 return 1;
1783 } 1835
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1839
1788 tmp->direction=dir;
1789 tmp->invisible=1; 1840 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1842 tmp->direction = dir;
1843 tmp->facing = rndm (1, 8); // initial firing direction
1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1845
1846 op->insert (tmp);
1847
1791 return 1; 1848 return 1;
1792} 1849}
1793
1794 1850
1795/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
1796 * function. 1852 * function.
1797 */ 1853 */
1854int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1855cast_light (object *op, object *caster, object *spell, int dir)
1856{
1799 object *target=NULL,*tmp=NULL; 1857 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1858 sint16 x, y;
1801 int dam, mflags; 1859 int dam, mflags;
1802 mapstruct *m; 1860 maptile *m;
1803 1861
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1863
1806 if(!dir) { 1864 if (dir)
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1808 return 0;
1809 } 1865 {
1810
1811 x=op->x+freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1813 m = op->map; 1868 m = op->map;
1814 1869
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1871
1817 if (mflags & P_OUT_OF_MAP) { 1872 if (mflags & P_OUT_OF_MAP)
1873 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1875 return 0;
1820 } 1876 }
1821 1877
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 1879 {
1880 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1882 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1884 if (target->head)
1885 target = target->head;
1886
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1829 } 1889 }
1830 } 1890 }
1831 1891
1832 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1893 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1894 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 1896 return 0;
1897 }
1836 } 1898 }
1837 1899
1838 /* ok, looks groovy to just insert a new light on the map */ 1900 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1902 if (!tmp)
1903 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1905 return 0;
1843 } 1906 }
1907
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1845 if (tmp->glow_radius) { 1910 if (tmp->glow_radius)
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1911 tmp->set_glow_radius (
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1912 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1848 } 1913 );
1849 tmp->x=x; 1914
1850 tmp->y=y; 1915 if (dir)
1851 insert_ob_in_map(tmp,m,op,0); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env_or_self ()->insert (tmp);
1919
1852 return 1; 1920 return 1;
1853} 1921}
1854
1855
1856
1857 1922
1858/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1859 * player and infects someone. 1924 * player and infects someone.
1860 * op is the player/monster, caster is the object, dir is the direction 1925 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 1926 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
1863 */ 1928 */
1864 1929int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
1931{
1866 sint16 x,y; 1932 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 1934 object *walk;
1869 mapstruct *m; 1935 maptile *m;
1870 1936
1871 x = op->x; 1937 x = op->x;
1872 y = op->y; 1938 y = op->y;
1873 1939
1874 /* If casting from a scroll, no direction will be available, so refer to the 1940 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 1941 * direction the player is pointing.
1876 */ 1942 */
1943 if (!dir)
1877 if (!dir) dir=op->facing; 1944 dir = op->facing;
1945
1946 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1947 return 0; /* won't find anything if casting on ourself, so just return */
1879 1948
1880 /* Calculate these once here */ 1949 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 1951 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 1952 dur_mod = SP_level_duration_adjust (caster, spell);
1884 1953
1885 /* search in a line for a victim */ 1954 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 1955 for (i = 1; i < range; i++)
1956 {
1887 x = op->x + i * freearr_x[dir]; 1957 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 1958 y = op->y + i * freearr_y[dir];
1889 m = op->map; 1959 m = op->map;
1890 1960
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 1961 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 1962
1893 if (mflags & P_OUT_OF_MAP) return 0; 1963 if (mflags & P_OUT_OF_MAP)
1964 return 0;
1894 1965
1895 /* don't go through walls - presume diseases are airborne */ 1966 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1967 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1968 return 0;
1897 1969
1898 /* Only bother looking on this space if there is something living here */ 1970 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 1971 if (mflags & P_IS_ALIVE)
1972 {
1900 /* search this square for a victim */ 1973 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1974 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1975 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1976 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
1904 1978
1905 set_owner(disease,op); 1979 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 1982 disease->level = casting_level (caster, spell);
1909 1983
1910 /* do level adjustments */ 1984 /* do level adjustments */
1911 if(disease->stats.wc) 1985 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 1986 disease->stats.wc += dur_mod / 2;
1913 1987
1914 if(disease->magic> 0) 1988 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 1989 disease->magic += dur_mod / 8;
1916 1990
1917 if(disease->stats.maxhp>0) 1991 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
1919 1993
1920 if(disease->stats.maxgrace>0) 1994 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 1995 disease->stats.maxgrace += dur_mod;
1922 1996
1923 if(disease->stats.dam) { 1997 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 1998 {
1925 disease->stats.dam += dam_mod; 1999 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2000 disease->stats.dam += dam_mod;
1927 } 2001 else
2002 disease->stats.dam -= dam_mod;
2003 }
1928 2004
1929 if(disease->last_sp) { 2005 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2006 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2007 disease->last_sp -= 2 * dam_mod;
1932 } 2008 if (disease->last_sp < 1)
2009 disease->last_sp = 1;
2010 }
1933 2011
1934 if(disease->stats.maxsp) { 2012 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2013 {
1936 disease->stats.maxsp += dam_mod; 2014 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2015 disease->stats.maxsp += dam_mod;
1938 } 2016 else
1939 2017 disease->stats.maxsp -= dam_mod;
2018 }
2019
1940 if(disease->stats.ac) 2020 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2021 disease->stats.ac += dam_mod;
1942 2022
1943 if(disease->last_eat) 2023 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2024 disease->last_eat -= dam_mod;
1945 2025
1946 if(disease->stats.hp) 2026 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2027 disease->stats.hp -= dam_mod;
1948 2028
1949 if(disease->stats.sp) 2029 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
1951 2031
1952 if(infect_object(walk,disease,1)) { 2032 if (infect_object (walk, disease, 1))
1953 object *flash; /* visual effect for inflicting disease */ 2033 {
1954
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2035
1957 free_object(disease); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1959 flash->x = x; 2038 return 1;
1960 flash->y = y; 2039 }
1961 flash->map = walk->map; 2040
1962 insert_ob_in_map(flash,walk->map,op,0); 2041 disease->destroy ();
1963 return 1; 2042 }
1964 } 2043 } /* if living creature */
1965 free_object(disease); 2044 } /* for range of spaces */
1966 } 2045
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2047 return 1;
1971} 2048}

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