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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.89 by root, Fri Nov 6 12:49:19 2009 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 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 42static void
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 */
394static void
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; 424 }
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.
429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 430 {
431 op->destroy ();
432 return;
433 }
410 434
411 if (op->attacktype) { 435 if (op->attacktype)
436 {
412 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 438
439 if (op->destroyed ())
414 return; 440 return;
415 } 441 }
416 442
417 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
419 445
420 copy_owner (tmp, op); 446 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 448
424 owner = get_owner(op); 449 owner = op->owner;
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450
451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
426 !tailor_god_spell(tmp, owner)) { 454 && !tailor_god_spell (tmp, owner))
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 455 {
431 tmp->x = op->x; 456 op->destroy ();
432 tmp->y = op->y; 457 return;
458 }
433 459
434 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462 {
436 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 464 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 465 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 466 tmp->duration = op->duration;
440 } else { 467 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 468 else
469 {
470 if (op->attacktype & AT_MAGIC)
471 tmp->attacktype |= AT_MAGIC;
472
442 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
446 /* 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 -
447 * the count of the parent should work fine. 478 * the count of the parent should work fine.
448 */ 479 */
449 tmp->stats.maxhp = op->count; 480 tmp->stats.maxhp = op->count;
450 } 481 }
451 482
452 /* Set direction of cone explosion */ 483 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 484 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
455 486
456 /* Prevent recursion */ 487 /* Prevent recursion */
457 op->move_on = 0; 488 op->move_on = 0;
458 489
459 insert_ob_in_map(tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
460 /* remove the firebullet */ 493 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
462 remove_ob (op);
463 free_object (op);
464 }
465} 495}
466
467
468 496
469/* 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
470 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
471 */ 499 */
472 500void
473void check_bullet(object *op) 501check_bullet (object *op)
474{ 502{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 503 object *tmp;
477 int dam, mflags; 504 int dam, mflags;
478 mapstruct *m; 505 maptile *m;
479 sint16 sx, sy; 506 sint16 sx, sy;
480 507
481 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);
482 509
483 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)))
484 return; 511 return;
485 512
486 if (op->other_arch) { 513 if (op->other_arch)
514 {
487 /* explode object will also remove op */ 515 /* explode object will also remove op */
488 explode_bullet (op); 516 explode_bullet (op);
489 return; 517 return;
490 } 518 }
491 519
492 /* 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 */
493 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
494 523
495 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)
496 { 525 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 527 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529
501 || (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)
502 { 532 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 534 {
505 free_object(op); 535 op->destroy ();
506 return; 536 return;
507 } 537 }
508 } 538 }
509 } 539 }
510 } 540 }
511} 541}
512
513 542
514/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 544 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
518 */ 547 */
519 548void
520void move_bullet(object *op) 549move_bullet (object *op)
521{ 550{
522 sint16 new_x, new_y;
523 int mflags;
524 mapstruct *m;
525
526#if 0 551#if 0
527 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
528 553
529 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
532 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
534 return; 560 return;
535 } /* end addition. */ 561 } /* end addition. */
536#endif 562#endif
537 563
538 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
540 if (op->other_arch) { 567 if (op->other_arch)
541 explode_bullet (op); 568 explode_bullet (op);
542 } else { 569 else
543 remove_ob (op); 570 op->destroy ();
544 free_object (op); 571
545 }
546 return; 572 return;
573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
547 } 579 {
548 580 op->destroy ();
549 new_x = op->x + DIRX(op);
550 new_y = op->y + DIRY(op);
551 m = op->map;
552 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
553
554 if (mflags & P_OUT_OF_MAP) {
555 remove_ob (op);
556 free_object (op);
557 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))
558 } 589 {
559
560 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
561 if (op->other_arch) { 590 if (op->other_arch)
562 explode_bullet (op); 591 explode_bullet (op);
563 } else { 592 else
564 remove_ob (op); 593 op->destroy ();
565 free_object (op); 594
566 }
567 return; 595 return;
568 } 596 }
569 597
570 remove_ob (op); 598 if (!(op = pos.insert (op, op)))
571 op->x = new_x;
572 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
574 return; 599 return;
575 600
576 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
577 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 604 update_turn_face (op);
579 } else { 605 }
606 else
580 check_bullet (op); 607 check_bullet (op);
581 }
582} 608}
583
584
585
586 609
587/* fire_bullet 610/* fire_bullet
588 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
589 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
590 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
591 * spob->attacktype. 614 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
593 * pointers. 616 * pointers.
594 */ 617 */
595 618int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
597 object *tmp=NULL; 621 object *tmp = NULL;
598 int mflags; 622 int mflags;
599 623
600 if (!spob->other_arch) 624 if (!spob->other_arch)
601 return 0; 625 return 0;
602 626
603 tmp=arch_to_object(spob->other_arch); 627 tmp = spob->other_arch->instance ();
604 if(tmp==NULL) 628 if (!tmp)
605 return 0; 629 return 0;
606 630
607 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
608 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);
609 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
611 636
612 tmp->range = 50; 637 tmp->range = 50;
613 638
614 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 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);
618 643
619 tmp->direction=dir; 644 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
622 647
623 set_owner(tmp,op); 648 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
625 650
626 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 653 tmp->map = op->map;
629 654
655 maptile *newmap;
630 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);
631 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 658 {
659 tmp->destroy ();
660 return 0;
661 }
662
663 tmp->map = newmap;
664
635 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 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 668 {
669 tmp->destroy ();
638 return 0; 670 return 0;
639 } 671 }
640 tmp->x=op->x; 672
641 tmp->y=op->y; 673 tmp->x = op->x;
674 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 675 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 676 tmp->map = op->map;
644 } 677 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 678
679 if ((tmp = tmp->insert_at (tmp, op)))
646 check_bullet (tmp); 680 check_bullet (tmp);
647 } 681
648 return 1; 682 return 1;
649} 683}
650
651
652
653 684
654/***************************************************************************** 685/*****************************************************************************
655 * 686 *
656 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
657 * 688 *
658 *****************************************************************************/ 689 *****************************************************************************/
659 690
660
661/* 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" */
692static void
662void cone_drop(object *op) { 693cone_drop (object *op)
694{
663 object *new_ob = arch_to_object(op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
664 696
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level; 697 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 698 new_ob->set_owner (op->owner);
669 699
670 /* preserve skill ownership */ 700 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 701 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill); 702 new_ob->skill = op->skill;
673 new_ob->skill = add_refcount(op->skill); 703
674 } 704 new_ob->insert_at (op, op);
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677} 705}
678 706
679/* 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 */
680 708
709void
681void move_cone(object *op) { 710move_cone (object *op)
682 int i; 711{
683 tag_t tag;
684
685 /* 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 */
686 if (! op->map) { 713 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 } 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 }
693 719
694 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
722 {
696 hit_map(op,0,op->attacktype,0); 723 hit_map (op, 0, op->attacktype, 0);
697 return; 724 return;
698 } 725 }
699 726
700#if 0 727#if 0
701 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 729 * when their cone dies when they die.
703 */ 730 */
704 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 732 if (op->owner == NULL)
706 remove_ob(op); 733 {
707 free_object(op); 734 op->destroy ();
708 return; 735 return;
709 } 736 }
710#endif 737#endif
711 738
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 739 hit_map (op, 0, op->attacktype, 0);
714 740
741 if (!op->is_on_map ())
742 return;
743
715 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
717 * degree. 746 * degree.
718 */ 747 */
748 if (op->weight)
749 {
719 if(op->weight) check_spell_knockback(op); 750 check_spell_knockback (op);
720 751
721 if (was_destroyed (op, tag)) 752 if (!op->is_on_map ())
722 return; 753 return;
754 }
723 755
724 if((op->duration--)<0) { 756 if (op->duration-- < 0)
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 757 {
758 op->destroy ();
759 return;
760 }
729 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 762 * any further. When the duration above expires,
731 * then the object will get removed. 763 * then the object will get removed.
732 */ 764 */
733 if (--op->range < 0) { 765 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 766 {
767 op->range = 0; /* just so it doesn't wrap */
768 return;
769 }
737 770
738 for(i= -1;i<2;i++) { 771 for (int i = -1; i <= 1; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 772 {
740 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)];
741 774
742 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))
743 object *tmp=get_object(); 776 {
744 copy_object(op, tmp); 777 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 778
748 tmp->duration = op->duration + 1; 779 tmp->duration = op->duration + 1;
749 780
750 /* Use for spell tracking - see ok_to_put_more() */ 781 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 782 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 783
753 if (tmp->other_arch) cone_drop(tmp); 784 op->map->insert (tmp, x, y, op);
754 } 785
786 if (tmp->other_arch)
787 cone_drop (tmp);
788 }
755 } 789 }
756} 790}
757 791
758/* cast_cone: casts a cone spell. 792/* cast_cone: casts a cone spell.
759 * op: person firing the object. 793 * op: person firing the object.
761 * dir: direction to fire in. 795 * dir: direction to fire in.
762 * 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
763 * to fire. 797 * to fire.
764 * returns 0 on failure, 1 on success. 798 * returns 0 on failure, 1 on success.
765 */ 799 */
800int
766int cast_cone(object *op, object *caster,int dir, object *spell) 801cast_cone (object *op, object *caster, int dir, object *spell)
767{ 802{
768 object *tmp; 803 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 804 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 805 maptile *m;
771 sint16 sx, sy; 806 sint16 sx, sy;
772 MoveType movetype; 807 MoveType movetype;
773 808
774 if (!spell->other_arch) return 0; 809 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 810 return 0;
811
812 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 813 {
814 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
815 return 0;
816 }
782 817
783 if(!dir) { 818 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 819 {
820 range_min = 0;
821 range_max = 8;
822 }
787 823
788 /* 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
789 * 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
790 * insert it into is blocked. 826 * insert it into is blocked.
791 */ 827 */
792 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
793 829
794 for(i=range_min;i<=range_max;i++) { 830 for (i = range_min; i <= range_max; i++)
795 sint16 x,y, d; 831 {
832 sint16 x, y;
796 833
797 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
798 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
799 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 837 * to hit that person.
801 */ 838 */
802 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
803 while (d < 0) d+=8;
804 while (d > 8) d-=8;
805 840
806 /* 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.
807 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 845 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 846 * for the rune code.
812 */ 847 */
813 if (caster->type != RUNE && d==0) { 848 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 849 {
815 else continue; 850 if (dir != 0)
816 } 851 d = 8;
852 else
853 continue;
854 }
817 855
818 x = op->x+freearr_x[d]; 856 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 857 y = op->y + freearr_y[d];
820 858
821 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)
822 continue; 860 continue;
823 861
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 863 continue;
826 864
827 success=1; 865 success = 1;
828 tmp=arch_to_object(spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 867 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 870 tmp->attacktype = spell->attacktype;
835 871
836 /* holy word stuff */ 872 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 874 if (!tailor_god_spell (tmp, op))
839 } 875 return 0;
840 876
841 if(dir) 877 if (dir)
842 tmp->stats.sp=dir; 878 tmp->stats.sp = dir;
843 else 879 else
844 tmp->stats.sp=i; 880 tmp->stats.sp = i;
845 881
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 882 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 883
848 /* 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 */
849 if (dir == 0) { 885 if (dir == 0)
886 {
850 tmp->range /= 4; 887 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 888 if (tmp->range < 2 && spell->range >= 2)
852 } 889 tmp->range = 2;
890 }
891
853 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);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 893 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 894
856 /* Special bonus for fear attacks */ 895 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 896 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 897 {
859 else 898 if (caster->type == PLAYER)
899 tmp->duration += fear_bonus[caster->stats.Cha];
900 else
860 tmp->duration += caster->level/3; 901 tmp->duration += caster->level / 3;
861 } 902 }
903
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 904 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 905 {
864 else 906 if (caster->type == PLAYER)
907 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
908 else
865 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
866 } 910 }
867 911
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
870 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);
871 spell->other_arch->name);
872 914
873 if (!tmp->move_on && tmp->stats.dam) { 915 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
875 "cast_cone(): arch %s doesn't have move_on set\n",
876 spell->other_arch->name);
877 }
878 insert_ob_in_map(tmp,m,op,0);
879 917
918 m->insert (tmp, sx, sy, op);
919
880 /* 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
881 * a single space too many times. 921 * a single space too many times.
882 */ 922 */
883 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
884 924
885 if(tmp->other_arch) cone_drop(tmp); 925 if (tmp->other_arch)
926 cone_drop (tmp);
886 } 927 }
928
887 return success; 929 return success;
888} 930}
889 931
890/**************************************************************************** 932/****************************************************************************
891 * 933 *
892 * BOMB related code 934 * BOMB related code
893 * 935 *
894 ****************************************************************************/ 936 ****************************************************************************/
895 937
896
897/* This handles an exploding bomb. 938/* This handles an exploding bomb.
898 * op is the original bomb object. 939 * op is the original bomb object.
899 */ 940 */
941void
900void animate_bomb(object *op) { 942animate_bomb (object *op)
901 int i; 943{
902 object *env, *tmp;
903 archetype *at;
904
905 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return;
907
908 env = object_get_env_recursive(op);
909
910 if (op->env) {
911 if (env->map == NULL)
912 return;
913
914 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count);
916
917 remove_ob(op);
918 op->x = env->x;
919 op->y = env->y;
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
921 return; 945 return;
946
947 object *env = op->outer_env ();
948
949 if (op->env)
922 } 950 {
951 if (!env->map)
952 return;
923 953
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
924 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 969 * so just set up the appropriate values.
927 */ 970 */
928 at = find_archetype(SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
929 if (at) { 972 {
930 for(i=1;i<9;i++) { 973 for (int i = 1; i < 9; i++)
974 {
931 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]))
932 continue; 976 continue;
933 tmp = arch_to_object(at); 977
978 object *tmp = arch_to_object (at);
934 tmp->direction = i; 979 tmp->direction = i;
935 tmp->range = op->range; 980 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 982 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 984 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 985 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 986 tmp->skill = op->skill;
942 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 }
943 } 994 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i);
946 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0);
949 move_bullet(tmp);
950 }
951 }
952 995
953 explode_bullet(op); 996 explode_bullet (op);
954} 997}
955 998
999int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1000create_bomb (object *op, object *caster, int dir, object *spell)
957 1001{
958 object *tmp; 1002 object *tmp;
959 int mflags; 1003 int mflags;
960 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];
961 mapstruct *m; 1005 maptile *m;
962 1006
963 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 {
964 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 {
965 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.");
966 return 0; 1018 return 0;
1019 }
967 } 1020 }
1021
968 tmp=arch_to_object(spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
969 1023
970 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 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);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
975 1029
976 set_owner(tmp,op); 1030 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1032
979 tmp->y=dy; 1033 m->insert (tmp, dx, dy, op);
980 insert_ob_in_map(tmp,m,op,0);
981 return 1; 1034 return 1;
982} 1035}
983 1036
984/**************************************************************************** 1037/****************************************************************************
985 * 1038 *
986 * smite related spell code. 1039 * smite related spell code.
994 * dir is the direction to look in. 1047 * dir is the direction to look in.
995 * range is how far out to look. 1048 * range is how far out to look.
996 * 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.
997 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
998 */ 1051 */
999 1052object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1053get_pointed_target (object *op, int dir, int range, int type)
1054{
1001 object *target; 1055 object *target;
1002 sint16 x,y; 1056 sint16 x, y;
1003 int dist, mflags; 1057 int dist, mflags;
1004 mapstruct *mp; 1058 maptile *mp;
1005 1059
1006 if (dir==0) return NULL; 1060 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1061 return NULL;
1028}
1029 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}
1030 1087
1031/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1033 * usual params - 1090 * usual params -
1034 * op = player 1091 * op = player
1035 * caster = object casting the spell. 1092 * caster = object casting the spell.
1036 * dir = direction being cast 1093 * dir = direction being cast
1037 * spell = spell object 1094 * spell = spell object
1038 */ 1095 */
1039 1096int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1098{
1041 object *effect, *target; 1099 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1100 object *god = find_god (determine_god (op));
1043 int range; 1101 int range;
1044 1102
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1103 range = spell->range + SP_level_range_adjust (caster, spell);
1046 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);
1047 1105
1048 /* Bunch of conditions for casting this spell. Note that only 1106 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1107 * require a god if this is a cleric spell (requires grace).
1050 * 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
1051 * 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
1052 * interesting spell. 1110 * interesting spell.
1053 * 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
1054 * can't be friendly to your god. 1112 * can't be friendly to your god.
1055 */ 1113 */
1056 1114
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1058 ||(!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1118 || (god && target->title == god->name)
1060 ||(target->race && god && strstr(target->race,god->race))) { 1119 || (god && target->race.contains (god->race)))
1120 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1122 return 0;
1063 } 1123 }
1064 1124
1065 if (spell->other_arch) 1125 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1067 else 1127 else
1068 return 0; 1128 return 0;
1069 1129
1070 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1134 {
1074 if(tailor_god_spell(effect,op)) 1135 if (tailor_god_spell (effect, op))
1075 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));
1076 "%s answers your call!",determine_god(op));
1077 else { 1137 else
1138 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1140 return 0;
1080 } 1141 }
1081 } 1142 }
1082 1143
1083 /* size of the area of destruction */ 1144 /* size of the area of destruction */
1084 effect->range=spell->range + 1145 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1146 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1147
1089 if (effect->attacktype & AT_DEATH) { 1148 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1149 {
1091 SP_level_dam_adjust(caster,spell); 1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1151
1093 /* casting death spells at undead isn't a good thing */ 1152 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1153 if (QUERY_FLAG (target, FLAG_UNDEAD))
1154 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1155 if (random_roll (0, 2, op, PREFER_LOW))
1156 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1158 effect->x = op->x;
1098 effect->y=op->y; 1159 effect->y = op->y;
1099 } else { 1160 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1161 else
1101 query_name(target)); 1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1164 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1165 effect->destroy ();
1104 return 0; 1166 return 0;
1167 }
1168 }
1105 } 1169 }
1106 } 1170 else
1107 } else { 1171 {
1108 /* how much woe to inflict :) */ 1172 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1173 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1174 }
1112 1175
1113 set_owner(effect,op); 1176 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1177 set_spell_skill (op, caster, spell, effect);
1115 1178
1116 /* ok, tell it where to be, and insert! */ 1179 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1180 effect->insert_at (target, op);
1118 effect->y=target->y; 1181
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1; 1182 return 1;
1122} 1183}
1123
1124 1184
1125/**************************************************************************** 1185/****************************************************************************
1126 * 1186 *
1127 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1128 * 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
1129 * code here is just to move the missile. 1189 * code here is just to move the missile.
1130 ****************************************************************************/ 1190 ****************************************************************************/
1131 1191
1132/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1193void
1133void move_missile(object *op) { 1194move_missile (object *op)
1134 int i, mflags; 1195{
1135 object *owner;
1136 sint16 new_x, new_y;
1137 mapstruct *m;
1138
1139 if (op->range-- <=0) { 1196 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1144 1201
1145 owner = get_owner(op); 1202 mapxy pos (op);
1146#if 0 1203 pos.move (op->direction);
1147 /* It'd make things nastier if this wasn't here - spells cast by 1204
1148 * monster that are then killed would continue to survive 1205 if (!pos.normalise ())
1149 */
1150 if (owner == NULL) {
1151 remove_ob(op);
1152 free_object(op);
1153 return;
1154 } 1206 {
1155#endif 1207 op->destroy ();
1208 return;
1209 }
1156 1210
1157 new_x = op->x + DIRX(op); 1211 mapspace &ms = pos.ms ();
1158 new_y = op->y + DIRY(op);
1159 1212
1160 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))
1161 1214 {
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1164 tag_t tag = op->count;
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1167 * 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.
1168 */ 1218 */
1169 if ( ! was_destroyed (op, tag)) { 1219 op->destroy ();
1170 remove_ob (op); 1220 return;
1171 free_object(op); 1221 }
1172 } 1222
1173 return; 1223 if (!op->direction)
1174 } 1224 {
1175 1225 op->destroy ();
1176 remove_ob(op); 1226 return;
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1178 free_object(op);
1179 return;
1180 } 1227 }
1181 op->x = new_x; 1228
1182 op->y = new_y; 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1183 op->map = m;
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1185 if(i > 0 && i != op->direction){ 1230 if (i > 0 && i != op->direction)
1231 {
1186 op->direction=i; 1232 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1188 } 1234 }
1189 insert_ob_in_map(op,op->map,op,0); 1235
1236 pos.insert (op, op);
1190} 1237}
1191 1238
1192/**************************************************************************** 1239/****************************************************************************
1193 * Destruction 1240 * Destruction
1194 ****************************************************************************/ 1241 ****************************************************************************/
1242
1195/* make_object_glow() - currently only makes living objects glow. 1243/* make_object_glow() - currently only makes living objects glow.
1196 * 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
1197 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1200 */ 1248 */
1201 1249int
1202int make_object_glow(object *op, int radius, int time) { 1250make_object_glow (object *op, int radius, int time)
1203 object *tmp; 1251{
1204
1205 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1254 return 0;
1208 1255
1209 tmp=get_archetype(FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1258 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1214 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII;
1216
1217 tmp->x=op->x;
1218 tmp->y=op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1221 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1223 1265
1224 if(!tmp->env||op!=tmp->env) {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1226 op->name);
1227 return 0;
1228 }
1229 return 1; 1266 return 1;
1230} 1267}
1231 1268
1232 1269int
1233
1234
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1270cast_destruction (object *op, object *caster, object *spell_ob)
1236 int i,j, range, mflags, friendly=0, dam, dur; 1271{
1237 sint16 sx,sy;
1238 mapstruct *m;
1239 object *tmp;
1240 const char *skill;
1241
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1246 1275
1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1277
1247 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route.
1252 */ 1280 */
1253 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1283 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1285 else if (caster->skill)
1286 op->skill = caster->skill;
1287 else
1256 else op->skill = NULL; 1288 op->skill = 0;
1257 1289
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1259 1291
1260 for(i= -range; i<range; i++) { 1292 unordered_mapwalk (op, -range, -range, range, range)
1261 for(j=-range; j<range ; j++) { 1293 {
1262 m = op->map; 1294 mapspace &ms = m->at (nx, ny);
1263 sx = op->x + i; 1295
1264 sy = op->y + j;
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue;
1267 if (mflags & P_IS_ALIVE) { 1296 if (ms.flags () & P_IS_ALIVE)
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1270 } 1299 {
1271 if (tmp) { 1300 tmp = tmp->head_ ();
1272 if (tmp->head) tmp=tmp->head;
1273 1301
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1304 {
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1306 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1308
1279 tmp = arch_to_object(spell_ob->other_arch); 1309 if (spell_ob->other_arch)
1280 tmp->x = sx; 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1281 tmp->y = sy; 1311 }
1282 insert_ob_in_map(tmp, m, op, 0); 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1283 } 1313 {
1284 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1286 tmp->resist[ATNR_MAGIC]!=100) {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1288 object *effect = arch_to_object(spell_ob->other_arch); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1289 effect->x = sx; 1316 }
1290 effect->y = sy; 1317 }
1291 insert_ob_in_map(effect, m, op, 0); 1318 }
1292 }
1293 }
1294 }
1295 }
1296 } 1319 }
1297 } 1320
1298 }
1299 op->skill = skill; 1321 op->skill = skill;
1300 return 1; 1322 return 1;
1301} 1323}
1302 1324
1303/*************************************************************************** 1325/***************************************************************************
1304 * 1326 *
1305 * CURSE 1327 * CURSE
1306 * 1328 *
1307 ***************************************************************************/ 1329 ***************************************************************************/
1308 1330
1331int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1333{
1310 object *god = find_god(determine_god(op)); 1334 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1335 object *tmp, *force;
1312 1336
1313 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);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1338 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1339 {
1340 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1341 return 0;
1342 }
1320 1343
1344 tmp = tmp->head_ ();
1345
1321 /* 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. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1347 for (force = tmp->inv; force; force = force->below)
1348 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1350 {
1324 if (force->name == spell_ob->name) { 1351 if (force->name == spell_ob->name)
1325 break; 1352 {
1326 } 1353 break;
1354 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1355 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1356 {
1329 "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);
1330 spell_ob->name, force->name_pl); 1358 return 0;
1331 return 0; 1359 }
1360 }
1332 } 1361 }
1333 } 1362
1363 if (!force)
1334 } 1364 {
1335
1336 if(force==NULL) {
1337 force=get_archetype(FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name); 1367
1340 if (spell_ob->race) 1368 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1369 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1370 else
1371 force->name = spell_ob->name;
1372
1373 force->name_pl = spell_ob->name;
1374
1375 }
1376 else
1377 {
1348 int duration; 1378 int duration;
1349 1379
1350 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;
1351 if (duration > force->duration) { 1381 if (duration > force->duration)
1382 {
1352 force->duration = duration; 1383 force->duration = duration;
1353 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.");
1354 } else { 1385 }
1386 else
1355 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.");
1356 } 1388
1357 return 1; 1389 return 1;
1358 } 1390 }
1391
1359 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;
1360 force->speed = 1.0; 1393 force->speed = 1.f;
1361 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1362 SET_FLAG(force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1363 1396
1364 if(god) { 1397 if (god)
1398 {
1365 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1402 force->path_denied = god->path_denied;
1369 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);
1370 "You are a victim of %s's curse!",god->name); 1404 }
1371 } else 1405 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1406 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1407
1374 1408
1375 if(tmp!=op && op->type==PLAYER) 1409 if (tmp != op && op->type == PLAYER)
1376 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);
1377 1411
1378 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1380 1414
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1416 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1417 tmp->update_stats ();
1384 return 1; 1418 return 1;
1385 1419
1386} 1420}
1387
1388 1421
1389/********************************************************************** 1422/**********************************************************************
1390 * mood change 1423 * mood change
1391 * 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
1392 * effects monsters, it seems best to put it into this file 1425 * effects monsters, it seems best to put it into this file
1393 ***********************************************************************/ 1426 ***********************************************************************/
1394 1427
1395/* This covers the various spells that change the moods of monsters - 1428/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1429 * makes them angry, peacful, friendly, etc.
1397 */ 1430 */
1431int
1398int mood_change(object *op, object *caster, object *spell) { 1432mood_change (object *op, object *caster, object *spell)
1433{
1399 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1401 sint16 x, y, nx, ny;
1402 mapstruct *m;
1403 const char *race; 1436 const char *race;
1404 1437
1405 /* 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
1406 * doing it over and over again. 1439 * doing it over and over again.
1407 */ 1440 */
1408 god=find_god(determine_god(op)); 1441 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1442 level = casting_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1444
1412 /* 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_...
1413 * 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
1414 * won't ever match anything. 1447 * won't ever match anything.
1415 */ 1448 */
1416 if (!spell->race) race=NULL; 1449 if (!spell->race)
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1450 race = NULL;
1418 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
1419 else race = spell->race; 1456 race = spell->race;
1457
1458 unordered_mapwalk (op, -range, -range, range, range)
1420 1459 {
1460 mapspace &ms = m->at (nx, ny);
1421 1461
1422 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) {
1424
1425 done_one=0;
1426 m = op->map;
1427 nx = x;
1428 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue;
1431
1432 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1463 if (!ms.flags () & P_IS_ALIVE)
1464 continue;
1434 1465
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1466 // players can only affect spaces that they can actually see
1436 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;
1437 1471
1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1473 if (tmp->flag [FLAG_MONSTER])
1474 break;
1475
1438 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1477 if (!tmp)
1478 continue;
1440 1479
1441 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1481 head = tmp->head_ ();
1443 else head=tmp;
1444 1482
1445 /* 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 */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1484 if (race && head->race && !strstr (race, head->race))
1485 continue;
1486
1447 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;
1448 1489
1449 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1491 best_at = -1;
1451 if (spell->attacktype) { 1492 if (spell->attacktype)
1493 {
1452 for (at=0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1454 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;
1455 1498
1456 if (best_at == -1) at=0; 1499 if (best_at == -1)
1500 at = 0;
1457 else { 1501 else
1458 if (head->resist[best_at] == 100) continue;
1459 else at = head->resist[best_at] / 5;
1460 }
1461 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue;
1463 }
1464 else /* spell->attacktype */
1465 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469
1470 The chance will then be in the range [20-70] percent, not too bad.
1471
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster...
1474
1475 Ryo, august 14th
1476 */
1477 { 1502 {
1478 if ( head->level > level ) continue; 1503 if (head->resist[best_at] == 100)
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1480 /* Failed, no effect */
1481 continue; 1504 continue;
1505 else
1506 at = head->resist[best_at] / 5;
1482 } 1507 }
1483 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
1484 /* Done with saving throw. Now start effecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1485 1537
1486 /* aggravation */ 1538 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1540 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1542 remove_friendly_object (head);
1543 done_one = 1;
1544 head->enemy = op;
1545 }
1491 1546
1492 done_one = 1;
1493 head->enemy = op;
1494 }
1495
1496 /* calm monsters */ 1547 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1549 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1551 head->enemy = NULL;
1500 done_one = 1; 1552 done_one = 1;
1501 } 1553 }
1502 1554
1503 /* berserk monsters */ 1555 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1557 {
1505 SET_FLAG(head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1559 done_one = 1;
1507 } 1560 }
1561
1508 /* charm */ 1562 /* charm */
1509 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))
1510 SET_FLAG(head, FLAG_FRIENDLY); 1564 {
1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1512 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.
1513 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. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1571 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1573 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1519 done_one = 1; 1575 done_one = 1;
1520 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);
1521 head->stats.exp = 0; 1577 head->stats.exp = 0;
1522 } 1578 }
1523 1579
1524 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1581 if (done_one && spell->other_arch)
1526 tmp = arch_to_object(spell->other_arch); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1527 tmp->x = nx;
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 } 1583 }
1531 } /* for y */
1532 1584
1533 return 1; 1585 return 1;
1534} 1586}
1535
1536 1587
1537/* 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
1538 * 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
1539 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1591 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1542 */ 1593 */
1543 1594void
1544void move_ball_spell(object *op) { 1595move_ball_spell (object *op)
1596{
1545 int i,j,dam_save,dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1547 object *owner; 1599 object *owner;
1548 mapstruct *m; 1600 maptile *m;
1549 1601
1550 owner = get_owner(op); 1602 owner = op->owner;
1551 1603
1552 /* 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,
1553 * 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
1554 * victim. The block immediately below more or less chooses a random 1606 * victim. The block immediately below more or less chooses a random
1555 * offset to move the ball, eg, keep it mostly on course, with some 1607 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1608 * deviations.
1557 */ 1609 */
1558 1610
1559 dir = 0; 1611 dir = 0;
1560 if(!(rndm(0, 3))) 1612 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1613 j = rndm (0, 1);
1562 else j=0; 1614 else
1615 j = 0;
1563 1616
1564 for(i = 1; i < 9; i++) { 1617 for (i = 1; i < 9; i++)
1618 {
1565 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1567 */ 1621 */
1568
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1571 1624
1572 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1574 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))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1628 {
1576 dir = tmpdir; 1629 dir = tmpdir;
1577 break; 1630 break;
1578 } 1631 }
1579 } 1632 }
1633
1580 if (dir == 0) { 1634 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1635 {
1636 nx = op->x;
1637 ny = op->y;
1638 m = op->map;
1639 }
1585 1640
1586 remove_ob(op); 1641 m->insert (op, nx, ny, op);
1587 op->y=ny; 1642
1588 op->x=nx;
1589 insert_ob_in_map(op,m,op,0);
1590
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1643 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1644 surrounding squares */
1593 1645
1594 /* loop over current square and neighbors to hit. 1646 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1647 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1648 * the surround spaces.
1597 */ 1649 */
1598 for(j=0;j<9;j++) { 1650 for (j = 0; j < 9; j++)
1599 object *new_ob; 1651 {
1600
1601 hx = nx+freearr_x[j]; 1652 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1653 hy = ny + freearr_y[j];
1603 1654
1604 m = op->map; 1655 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1657
1607 if (mflags & P_OUT_OF_MAP) continue; 1658 if (mflags & P_OUT_OF_MAP)
1659 continue;
1608 1660
1609 /* 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
1610 * of the map either. 1662 * of the map either.
1611 */ 1663 */
1612 1664
1613 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)))
1614 if(j) op->stats.dam = dam_save/2; 1666 {
1667 if (j)
1668 op->stats.dam = dam_save / 2;
1669
1615 hit_map(op,j,op->attacktype,1); 1670 hit_map (op, j, op->attacktype, 1);
1671 }
1616 1672
1617 }
1618
1619 /* insert the other arch */ 1673 /* insert the other arch */
1620 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))))
1621 new_ob = arch_to_object(op->other_arch); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1622 new_ob->x = hx;
1623 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0);
1625 }
1626 } 1676 }
1627 1677
1628 /* restore to the center location and damage*/ 1678 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1679 op->stats.dam = dam_save;
1630 1680
1631 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);
1632 1682
1633 if(i>=0) { /* we have a preferred direction! */ 1683 if (i >= 0)
1684 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1685 /* pick another direction if the preferred dir is blocked. */
1635 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1686 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1636 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1687 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1688 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1689
1639 op->direction=i; 1690 op->direction = i;
1640 } 1691 }
1641} 1692}
1642 1693
1643
1644/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1645 * 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
1646 * 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
1647 * 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
1648 * 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
1649 * 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.
1650 */ 1700 */
1651 1701void
1652void move_swarm_spell(object *op) 1702move_swarm_spell (object *op)
1653{ 1703{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1704#if 0
1676 // 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 };
1677 // (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 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1707 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1708 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1709 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1710#endif
1711 object *owner = op->env;
1723 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
1724 /* 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
1725 * should just be a pointer to the spell in some inventory, 1774 * should just be a pointer to the spell in some inventory,
1726 * 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,
1727 * do some sanity checking anyways. 1776 * do some sanity checking anyways.
1728 */ 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))))
1729 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
1730 if (op->spell && op->spell->type == SPELL) 1798 if (op->spell && op->spell->type == SPELL)
1731 { 1799 {
1732 /* 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 */
1733 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 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);
1737 } 1805 }
1738} 1806}
1739
1740
1741
1742 1807
1743/* fire_swarm: 1808/* fire_swarm:
1744 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1745 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1746 * the parts of the swarm. 1811 * the parts of the swarm.
1749 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1750 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1817 * n: the number to be fired.
1753 */ 1818 */
1754 1819int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1821{
1757 object *tmp;
1758 int i;
1759
1760 if (!spell->other_arch) return 0; 1822 if (!spell->other_arch)
1823 return 0;
1761 1824
1762 tmp=get_archetype(SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1763 tmp->x=op->x; 1826
1764 tmp->y=op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1766 set_spell_skill(op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1767
1768 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. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1770
1771 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1772 1831
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1774 if ( ! tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1775 return 1; 1834 return 1;
1776 } 1835
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1839
1781 tmp->direction=dir;
1782 tmp->invisible=1; 1840 tmp->invisible = 1;
1783 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
1784 return 1; 1848 return 1;
1785} 1849}
1786
1787 1850
1788/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
1789 * function. 1852 * function.
1790 */ 1853 */
1854int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1855cast_light (object *op, object *caster, object *spell, int dir)
1856{
1792 object *target=NULL,*tmp=NULL; 1857 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 1858 sint16 x, y;
1794 int dam, mflags; 1859 int dam, mflags;
1795 mapstruct *m; 1860 maptile *m;
1796 1861
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 1863
1799 if(!dir) { 1864 if (dir)
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1801 return 0;
1802 } 1865 {
1803
1804 x=op->x+freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1806 m = op->map; 1868 m = op->map;
1807 1869
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 1871
1810 if (mflags & P_OUT_OF_MAP) { 1872 if (mflags & P_OUT_OF_MAP)
1873 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 1875 return 0;
1813 } 1876 }
1814 1877
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 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)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1882 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 1884 if (target->head)
1885 target = target->head;
1886
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1822 } 1889 }
1823 } 1890 }
1824 1891
1825 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1826 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 {
1827 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.");
1828 return 0; 1896 return 0;
1897 }
1829 } 1898 }
1830 1899
1831 /* 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 */
1832 tmp=arch_to_object(spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 1902 if (!tmp)
1903 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 1905 return 0;
1836 } 1906 }
1907
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1838 if (tmp->glow_radius) { 1910 if (tmp->glow_radius)
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1911 tmp->set_glow_radius (
1840 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)
1841 } 1913 );
1842 tmp->x=x; 1914
1843 tmp->y=y; 1915 if (dir)
1844 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
1845 return 1; 1920 return 1;
1846} 1921}
1847
1848
1849
1850 1922
1851/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1852 * player and infects someone. 1924 * player and infects someone.
1853 * op is the player/monster, caster is the object, dir is the direction 1925 * op is the player/monster, caster is the object, dir is the direction
1854 * to cast, disease_arch is the specific disease, and type is the spell number 1926 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
1856 */ 1928 */
1857 1929int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
1931{
1859 sint16 x,y; 1932 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 1934 object *walk;
1862 mapstruct *m; 1935 maptile *m;
1863 1936
1864 x = op->x; 1937 x = op->x;
1865 y = op->y; 1938 y = op->y;
1866 1939
1867 /* If casting from a scroll, no direction will be available, so refer to the 1940 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 1941 * direction the player is pointing.
1869 */ 1942 */
1943 if (!dir)
1870 if (!dir) dir=op->facing; 1944 dir = op->facing;
1945
1946 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1947 return 0; /* won't find anything if casting on ourself, so just return */
1872 1948
1873 /* Calculate these once here */ 1949 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 1951 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 1952 dur_mod = SP_level_duration_adjust (caster, spell);
1877 1953
1878 /* search in a line for a victim */ 1954 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 1955 for (i = 1; i < range; i++)
1956 {
1880 x = op->x + i * freearr_x[dir]; 1957 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 1958 y = op->y + i * freearr_y[dir];
1882 m = op->map; 1959 m = op->map;
1883 1960
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 1961 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 1962
1886 if (mflags & P_OUT_OF_MAP) return 0; 1963 if (mflags & P_OUT_OF_MAP)
1964 return 0;
1887 1965
1888 /* don't go through walls - presume diseases are airborne */ 1966 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1967 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1968 return 0;
1890 1969
1891 /* Only bother looking on this space if there is something living here */ 1970 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 1971 if (mflags & P_IS_ALIVE)
1972 {
1893 /* search this square for a victim */ 1973 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1974 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1895 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1975 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1976 { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
1897 1978
1898 set_owner(disease,op); 1979 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 1982 disease->level = casting_level (caster, spell);
1902 1983
1903 /* do level adjustments */ 1984 /* do level adjustments */
1904 if(disease->stats.wc) 1985 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 1986 disease->stats.wc += dur_mod / 2;
1906 1987
1907 if(disease->magic> 0) 1988 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 1989 disease->magic += dur_mod / 8;
1909 1990
1910 if(disease->stats.maxhp>0) 1991 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
1912 1993
1913 if(disease->stats.maxgrace>0) 1994 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 1995 disease->stats.maxgrace += dur_mod;
1915 1996
1916 if(disease->stats.dam) { 1997 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 1998 {
1918 disease->stats.dam += dam_mod; 1999 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2000 disease->stats.dam += dam_mod;
1920 } 2001 else
2002 disease->stats.dam -= dam_mod;
2003 }
1921 2004
1922 if(disease->last_sp) { 2005 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2006 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2007 disease->last_sp -= 2 * dam_mod;
1925 } 2008 if (disease->last_sp < 1)
2009 disease->last_sp = 1;
2010 }
1926 2011
1927 if(disease->stats.maxsp) { 2012 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2013 {
1929 disease->stats.maxsp += dam_mod; 2014 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2015 disease->stats.maxsp += dam_mod;
1931 } 2016 else
1932 2017 disease->stats.maxsp -= dam_mod;
2018 }
2019
1933 if(disease->stats.ac) 2020 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2021 disease->stats.ac += dam_mod;
1935 2022
1936 if(disease->last_eat) 2023 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2024 disease->last_eat -= dam_mod;
1938 2025
1939 if(disease->stats.hp) 2026 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2027 disease->stats.hp -= dam_mod;
1941 2028
1942 if(disease->stats.sp) 2029 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
1944 2031
1945 if(infect_object(walk,disease,1)) { 2032 if (infect_object (walk, disease, 1))
1946 object *flash; /* visual effect for inflicting disease */ 2033 {
1947
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2035
1950 free_object(disease); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1952 flash->x = x; 2038 return 1;
1953 flash->y = y; 2039 }
1954 flash->map = walk->map; 2040
1955 insert_ob_in_map(flash,walk->map,op,0); 2041 disease->destroy ();
1956 return 1; 2042 }
1957 } 2043 } /* if living creature */
1958 free_object(disease); 2044 } /* for range of spaces */
1959 } 2045
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2047 return 1;
1964} 2048}

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