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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.4 by elmex, Tue Aug 15 17:35:51 2006 UTC vs.
Revision 1.89 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 1.4 2006/08/15 17:35:51 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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;
409 } 424 }
410 425
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 427 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 430 {
416 remove_ob (op); 431 op->destroy ();
417 free_object (op); 432 return;
433 }
434
435 if (op->attacktype)
436 {
437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ())
418 return; 440 return;
419 } 441 }
420 442
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
429 445
430 copy_owner (tmp, op); 446 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 448
434 owner = get_owner(op); 449 owner = op->owner;
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450
451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
436 !tailor_god_spell(tmp, owner)) { 454 && !tailor_god_spell (tmp, owner))
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 455 {
441 tmp->x = op->x; 456 op->destroy ();
442 tmp->y = op->y; 457 return;
458 }
443 459
444 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462 {
446 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 464 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 465 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 466 tmp->duration = op->duration;
450 } else { 467 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 468 else
469 {
470 if (op->attacktype & AT_MAGIC)
471 tmp->attacktype |= AT_MAGIC;
472
452 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
456 /* 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 -
457 * the count of the parent should work fine. 478 * the count of the parent should work fine.
458 */ 479 */
459 tmp->stats.maxhp = op->count; 480 tmp->stats.maxhp = op->count;
460 } 481 }
461 482
462 /* Set direction of cone explosion */ 483 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 484 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
465 486
466 /* Prevent recursion */ 487 /* Prevent recursion */
467 op->move_on = 0; 488 op->move_on = 0;
468 489
469 insert_ob_in_map(tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
470 /* remove the firebullet */ 493 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 495}
476
477
478 496
479/* 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
480 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
481 */ 499 */
482 500void
483void check_bullet(object *op) 501check_bullet (object *op)
484{ 502{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 503 object *tmp;
487 int dam, mflags; 504 int dam, mflags;
488 mapstruct *m; 505 maptile *m;
489 sint16 sx, sy; 506 sint16 sx, sy;
490 507
491 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);
492 509
493 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)))
494 return; 511 return;
495 512
496 if (op->other_arch) { 513 if (op->other_arch)
514 {
497 /* explode object will also remove op */ 515 /* explode object will also remove op */
498 explode_bullet (op); 516 explode_bullet (op);
499 return; 517 return;
500 } 518 }
501 519
502 /* 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 */
503 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
504 523
505 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)
506 { 525 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 527 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529
511 || (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)
512 { 532 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 534 {
515 free_object(op); 535 op->destroy ();
516 return; 536 return;
517 } 537 }
518 } 538 }
519 } 539 }
520 } 540 }
521} 541}
522
523 542
524/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 544 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
528 */ 547 */
529 548void
530void move_bullet(object *op) 549move_bullet (object *op)
531{ 550{
532 sint16 new_x, new_y;
533 int mflags;
534 mapstruct *m;
535
536#if 0 551#if 0
537 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
538 553
539 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
542 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
544 return; 560 return;
545 } /* end addition. */ 561 } /* end addition. */
546#endif 562#endif
547 563
548 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
550 if (op->other_arch) { 567 if (op->other_arch)
551 explode_bullet (op); 568 explode_bullet (op);
552 } else { 569 else
553 remove_ob (op); 570 op->destroy ();
554 free_object (op); 571
555 }
556 return; 572 return;
573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
557 } 579 {
558 580 op->destroy ();
559 new_x = op->x + DIRX(op);
560 new_y = op->y + DIRY(op);
561 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
563
564 if (mflags & P_OUT_OF_MAP) {
565 remove_ob (op);
566 free_object (op);
567 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))
568 } 589 {
569
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
571 if (op->other_arch) { 590 if (op->other_arch)
572 explode_bullet (op); 591 explode_bullet (op);
573 } else { 592 else
574 remove_ob (op); 593 op->destroy ();
575 free_object (op); 594
576 }
577 return; 595 return;
578 } 596 }
579 597
580 remove_ob (op); 598 if (!(op = pos.insert (op, op)))
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return; 599 return;
585 600
586 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
587 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 604 update_turn_face (op);
589 } else { 605 }
606 else
590 check_bullet (op); 607 check_bullet (op);
591 }
592} 608}
593
594
595
596 609
597/* fire_bullet 610/* fire_bullet
598 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
601 * spob->attacktype. 614 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
603 * pointers. 616 * pointers.
604 */ 617 */
605 618int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
607 object *tmp=NULL; 621 object *tmp = NULL;
608 int mflags; 622 int mflags;
609 623
610 if (!spob->other_arch) 624 if (!spob->other_arch)
611 return 0; 625 return 0;
612 626
613 tmp=arch_to_object(spob->other_arch); 627 tmp = spob->other_arch->instance ();
614 if(tmp==NULL) 628 if (!tmp)
615 return 0; 629 return 0;
616 630
617 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
618 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);
619 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
621 636
622 tmp->range = 50; 637 tmp->range = 50;
623 638
624 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 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);
628 643
629 tmp->direction=dir; 644 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
632 647
633 set_owner(tmp,op); 648 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
635 650
636 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 653 tmp->map = op->map;
639 654
655 maptile *newmap;
640 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);
641 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 658 {
659 tmp->destroy ();
660 return 0;
661 }
662
663 tmp->map = newmap;
664
645 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 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 668 {
669 tmp->destroy ();
648 return 0; 670 return 0;
649 } 671 }
650 tmp->x=op->x; 672
651 tmp->y=op->y; 673 tmp->x = op->x;
674 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 675 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 676 tmp->map = op->map;
654 } 677 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 678
679 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 680 check_bullet (tmp);
657 } 681
658 return 1; 682 return 1;
659} 683}
660
661
662
663 684
664/***************************************************************************** 685/*****************************************************************************
665 * 686 *
666 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
667 * 688 *
668 *****************************************************************************/ 689 *****************************************************************************/
669 690
670
671/* 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
672void cone_drop(object *op) { 693cone_drop (object *op)
694{
673 object *new_ob = arch_to_object(op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
674 696
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 697 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 698 new_ob->set_owner (op->owner);
679 699
680 /* preserve skill ownership */ 700 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 701 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 702 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 703
684 } 704 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 705}
688 706
689/* 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 */
690 708
709void
691void move_cone(object *op) { 710move_cone (object *op)
692 int i; 711{
693 tag_t tag;
694
695 /* 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 */
696 if (! op->map) { 713 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 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 }
703 719
704 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
722 {
706 hit_map(op,0,op->attacktype,0); 723 hit_map (op, 0, op->attacktype, 0);
707 return; 724 return;
708 } 725 }
709 726
710#if 0 727#if 0
711 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 729 * when their cone dies when they die.
713 */ 730 */
714 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 732 if (op->owner == NULL)
716 remove_ob(op); 733 {
717 free_object(op); 734 op->destroy ();
718 return; 735 return;
719 } 736 }
720#endif 737#endif
721 738
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 739 hit_map (op, 0, op->attacktype, 0);
724 740
741 if (!op->is_on_map ())
742 return;
743
725 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
727 * degree. 746 * degree.
728 */ 747 */
748 if (op->weight)
749 {
729 if(op->weight) check_spell_knockback(op); 750 check_spell_knockback (op);
730 751
731 if (was_destroyed (op, tag)) 752 if (!op->is_on_map ())
732 return; 753 return;
754 }
733 755
734 if((op->duration--)<0) { 756 if (op->duration-- < 0)
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 757 {
758 op->destroy ();
759 return;
760 }
739 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 762 * any further. When the duration above expires,
741 * then the object will get removed. 763 * then the object will get removed.
742 */ 764 */
743 if (--op->range < 0) { 765 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 766 {
767 op->range = 0; /* just so it doesn't wrap */
768 return;
769 }
747 770
748 for(i= -1;i<2;i++) { 771 for (int i = -1; i <= 1; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 772 {
750 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)];
751 774
752 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))
753 object *tmp=get_object(); 776 {
754 copy_object(op, tmp); 777 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 778
758 tmp->duration = op->duration + 1; 779 tmp->duration = op->duration + 1;
759 780
760 /* Use for spell tracking - see ok_to_put_more() */ 781 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 782 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 783
763 if (tmp->other_arch) cone_drop(tmp); 784 op->map->insert (tmp, x, y, op);
764 } 785
786 if (tmp->other_arch)
787 cone_drop (tmp);
788 }
765 } 789 }
766} 790}
767 791
768/* cast_cone: casts a cone spell. 792/* cast_cone: casts a cone spell.
769 * op: person firing the object. 793 * op: person firing the object.
771 * dir: direction to fire in. 795 * dir: direction to fire in.
772 * 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
773 * to fire. 797 * to fire.
774 * returns 0 on failure, 1 on success. 798 * returns 0 on failure, 1 on success.
775 */ 799 */
800int
776int cast_cone(object *op, object *caster,int dir, object *spell) 801cast_cone (object *op, object *caster, int dir, object *spell)
777{ 802{
778 object *tmp; 803 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 804 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 805 maptile *m;
781 sint16 sx, sy; 806 sint16 sx, sy;
782 MoveType movetype; 807 MoveType movetype;
783 808
784 if (!spell->other_arch) return 0; 809 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 810 return 0;
811
812 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 813 {
814 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
815 return 0;
816 }
792 817
793 if(!dir) { 818 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 819 {
820 range_min = 0;
821 range_max = 8;
822 }
797 823
798 /* 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
799 * 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
800 * insert it into is blocked. 826 * insert it into is blocked.
801 */ 827 */
802 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
803 829
804 for(i=range_min;i<=range_max;i++) { 830 for (i = range_min; i <= range_max; i++)
805 sint16 x,y, d; 831 {
832 sint16 x, y;
806 833
807 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 837 * to hit that person.
811 */ 838 */
812 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
813 while (d < 0) d+=8;
814 while (d > 8) d-=8;
815 840
816 /* 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.
817 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 845 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 846 * for the rune code.
822 */ 847 */
823 if (caster->type != RUNE && d==0) { 848 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 849 {
825 else continue; 850 if (dir != 0)
826 } 851 d = 8;
852 else
853 continue;
854 }
827 855
828 x = op->x+freearr_x[d]; 856 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 857 y = op->y + freearr_y[d];
830 858
831 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)
832 continue; 860 continue;
833 861
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 863 continue;
836 864
837 success=1; 865 success = 1;
838 tmp=arch_to_object(spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 867 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 870 tmp->attacktype = spell->attacktype;
845 871
846 /* holy word stuff */ 872 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 874 if (!tailor_god_spell (tmp, op))
849 } 875 return 0;
850 876
851 if(dir) 877 if (dir)
852 tmp->stats.sp=dir; 878 tmp->stats.sp = dir;
853 else 879 else
854 tmp->stats.sp=i; 880 tmp->stats.sp = i;
855 881
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 882 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 883
858 /* 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 */
859 if (dir == 0) { 885 if (dir == 0)
886 {
860 tmp->range /= 4; 887 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 888 if (tmp->range < 2 && spell->range >= 2)
862 } 889 tmp->range = 2;
890 }
891
863 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);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 893 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 894
866 /* Special bonus for fear attacks */ 895 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 896 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 897 {
869 else 898 if (caster->type == PLAYER)
899 tmp->duration += fear_bonus[caster->stats.Cha];
900 else
870 tmp->duration += caster->level/3; 901 tmp->duration += caster->level / 3;
871 } 902 }
903
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 904 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 905 {
874 else 906 if (caster->type == PLAYER)
907 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
908 else
875 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
876 } 910 }
877 911
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
880 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);
881 spell->other_arch->name);
882 914
883 if (!tmp->move_on && tmp->stats.dam) { 915 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889 917
918 m->insert (tmp, sx, sy, op);
919
890 /* 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
891 * a single space too many times. 921 * a single space too many times.
892 */ 922 */
893 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
894 924
895 if(tmp->other_arch) cone_drop(tmp); 925 if (tmp->other_arch)
926 cone_drop (tmp);
896 } 927 }
928
897 return success; 929 return success;
898} 930}
899 931
900/**************************************************************************** 932/****************************************************************************
901 * 933 *
902 * BOMB related code 934 * BOMB related code
903 * 935 *
904 ****************************************************************************/ 936 ****************************************************************************/
905 937
906
907/* This handles an exploding bomb. 938/* This handles an exploding bomb.
908 * op is the original bomb object. 939 * op is the original bomb object.
909 */ 940 */
941void
910void animate_bomb(object *op) { 942animate_bomb (object *op)
911 int i; 943{
912 object *env, *tmp;
913 archetype *at;
914
915 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return;
917
918
919 env = object_get_env_recursive(op);
920
921 if (op->env) {
922 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return; 945 return;
933 }
934 946
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 947 object *env = op->outer_env ();
936 // on a safe map. I don't like this special casing, but it seems to be neccessary 948
937 // as bombs can be carried. 949 if (op->env)
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
939 { 950 {
940 remove_ob (op); 951 if (!env->map)
941 free_object (op);
942 return; 952 return;
953
954 if (!(op = op->insert_at (env, op)))
955 return;
943 } 956 }
944 957
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
945 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 969 * so just set up the appropriate values.
948 */ 970 */
949 at = find_archetype(SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 972 {
951 for(i=1;i<9;i++) { 973 for (int i = 1; i < 9; i++)
974 {
952 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]))
953 continue; 976 continue;
954 tmp = arch_to_object(at); 977
978 object *tmp = arch_to_object (at);
955 tmp->direction = i; 979 tmp->direction = i;
956 tmp->range = op->range; 980 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 982 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 984 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 985 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 986 tmp->skill = op->skill;
963 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 }
964 } 994 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973 995
974 explode_bullet(op); 996 explode_bullet (op);
975} 997}
976 998
999int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1000create_bomb (object *op, object *caster, int dir, object *spell)
978 1001{
979 object *tmp; 1002 object *tmp;
980 int mflags; 1003 int mflags;
981 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];
982 mapstruct *m; 1005 maptile *m;
983 1006
984 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 {
985 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 {
986 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.");
987 return 0; 1018 return 0;
1019 }
988 } 1020 }
1021
989 tmp=arch_to_object(spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
990 1023
991 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 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);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
996 1029
997 set_owner(tmp,op); 1030 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1032
1000 tmp->y=dy; 1033 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1034 return 1;
1003} 1035}
1004 1036
1005/**************************************************************************** 1037/****************************************************************************
1006 * 1038 *
1007 * smite related spell code. 1039 * smite related spell code.
1015 * dir is the direction to look in. 1047 * dir is the direction to look in.
1016 * range is how far out to look. 1048 * range is how far out to look.
1017 * 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.
1018 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1019 */ 1051 */
1020 1052object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1053get_pointed_target (object *op, int dir, int range, int type)
1054{
1022 object *target; 1055 object *target;
1023 sint16 x,y; 1056 sint16 x, y;
1024 int dist, mflags; 1057 int dist, mflags;
1025 mapstruct *mp; 1058 maptile *mp;
1026 1059
1027 if (dir==0) return NULL; 1060 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1061 return NULL;
1049}
1050 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}
1051 1087
1052/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1054 * usual params - 1090 * usual params -
1055 * op = player 1091 * op = player
1056 * caster = object casting the spell. 1092 * caster = object casting the spell.
1057 * dir = direction being cast 1093 * dir = direction being cast
1058 * spell = spell object 1094 * spell = spell object
1059 */ 1095 */
1060 1096int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1098{
1062 object *effect, *target; 1099 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1100 object *god = find_god (determine_god (op));
1064 int range; 1101 int range;
1065 1102
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1103 range = spell->range + SP_level_range_adjust (caster, spell);
1067 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);
1068 1105
1069 /* Bunch of conditions for casting this spell. Note that only 1106 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1107 * require a god if this is a cleric spell (requires grace).
1071 * 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
1072 * 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
1073 * interesting spell. 1110 * interesting spell.
1074 * 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
1075 * can't be friendly to your god. 1112 * can't be friendly to your god.
1076 */ 1113 */
1077 1114
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1079 ||(!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1118 || (god && target->title == god->name)
1081 ||(target->race && god && strstr(target->race,god->race))) { 1119 || (god && target->race.contains (god->race)))
1120 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1122 return 0;
1084 } 1123 }
1085 1124
1086 if (spell->other_arch) 1125 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1088 else 1127 else
1089 return 0; 1128 return 0;
1090 1129
1091 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1134 {
1095 if(tailor_god_spell(effect,op)) 1135 if (tailor_god_spell (effect, op))
1096 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));
1097 "%s answers your call!",determine_god(op));
1098 else { 1137 else
1138 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1140 return 0;
1101 } 1141 }
1102 } 1142 }
1103 1143
1104 /* size of the area of destruction */ 1144 /* size of the area of destruction */
1105 effect->range=spell->range + 1145 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1146 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1147
1110 if (effect->attacktype & AT_DEATH) { 1148 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1149 {
1112 SP_level_dam_adjust(caster,spell); 1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1151
1114 /* casting death spells at undead isn't a good thing */ 1152 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1153 if (QUERY_FLAG (target, FLAG_UNDEAD))
1154 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1155 if (random_roll (0, 2, op, PREFER_LOW))
1156 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1158 effect->x = op->x;
1119 effect->y=op->y; 1159 effect->y = op->y;
1120 } else { 1160 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1161 else
1122 query_name(target)); 1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1164 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1165 effect->destroy ();
1125 return 0; 1166 return 0;
1167 }
1168 }
1126 } 1169 }
1127 } 1170 else
1128 } else { 1171 {
1129 /* how much woe to inflict :) */ 1172 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1173 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1174 }
1133 1175
1134 set_owner(effect,op); 1176 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1177 set_spell_skill (op, caster, spell, effect);
1136 1178
1137 /* ok, tell it where to be, and insert! */ 1179 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1180 effect->insert_at (target, op);
1139 effect->y=target->y; 1181
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1182 return 1;
1143} 1183}
1144
1145 1184
1146/**************************************************************************** 1185/****************************************************************************
1147 * 1186 *
1148 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1149 * 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
1150 * code here is just to move the missile. 1189 * code here is just to move the missile.
1151 ****************************************************************************/ 1190 ****************************************************************************/
1152 1191
1153/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1193void
1154void move_missile(object *op) { 1194move_missile (object *op)
1155 int i, mflags; 1195{
1156 object *owner;
1157 sint16 new_x, new_y;
1158 mapstruct *m;
1159
1160 if (op->range-- <=0) { 1196 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1165 1201
1166 owner = get_owner(op); 1202 mapxy pos (op);
1167#if 0 1203 pos.move (op->direction);
1168 /* It'd make things nastier if this wasn't here - spells cast by 1204
1169 * monster that are then killed would continue to survive 1205 if (!pos.normalise ())
1170 */
1171 if (owner == NULL) {
1172 remove_ob(op);
1173 free_object(op);
1174 return;
1175 } 1206 {
1176#endif 1207 op->destroy ();
1208 return;
1209 }
1177 1210
1178 new_x = op->x + DIRX(op); 1211 mapspace &ms = pos.ms ();
1179 new_y = op->y + DIRY(op);
1180 1212
1181 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))
1182 1214 {
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1185 tag_t tag = op->count;
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1188 * 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.
1189 */ 1218 */
1190 if ( ! was_destroyed (op, tag)) { 1219 op->destroy ();
1191 remove_ob (op); 1220 return;
1192 free_object(op); 1221 }
1193 } 1222
1194 return; 1223 if (!op->direction)
1195 } 1224 {
1196 1225 op->destroy ();
1197 remove_ob(op); 1226 return;
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1199 free_object(op);
1200 return;
1201 } 1227 }
1202 op->x = new_x; 1228
1203 op->y = new_y; 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1204 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1206 if(i > 0 && i != op->direction){ 1230 if (i > 0 && i != op->direction)
1231 {
1207 op->direction=i; 1232 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1209 } 1234 }
1210 insert_ob_in_map(op,op->map,op,0); 1235
1236 pos.insert (op, op);
1211} 1237}
1212 1238
1213/**************************************************************************** 1239/****************************************************************************
1214 * Destruction 1240 * Destruction
1215 ****************************************************************************/ 1241 ****************************************************************************/
1242
1216/* make_object_glow() - currently only makes living objects glow. 1243/* make_object_glow() - currently only makes living objects glow.
1217 * 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
1218 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1221 */ 1248 */
1222 1249int
1223int make_object_glow(object *op, int radius, int time) { 1250make_object_glow (object *op, int radius, int time)
1224 object *tmp; 1251{
1225
1226 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1254 return 0;
1229 1255
1230 tmp=get_archetype(FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1258 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1235 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII;
1237
1238 tmp->x=op->x;
1239 tmp->y=op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1242 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1244 1265
1245 if(!tmp->env||op!=tmp->env) {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1247 op->name);
1248 return 0;
1249 }
1250 return 1; 1266 return 1;
1251} 1267}
1252 1268
1253 1269int
1254
1255
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1270cast_destruction (object *op, object *caster, object *spell_ob)
1257 int i,j, range, mflags, friendly=0, dam, dur; 1271{
1258 sint16 sx,sy;
1259 mapstruct *m;
1260 object *tmp;
1261 const char *skill;
1262
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1267 1275
1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1277
1268 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route.
1273 */ 1280 */
1274 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1283 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1285 else if (caster->skill)
1286 op->skill = caster->skill;
1287 else
1277 else op->skill = NULL; 1288 op->skill = 0;
1278 1289
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1280 1291
1281 for(i= -range; i<range; i++) { 1292 unordered_mapwalk (op, -range, -range, range, range)
1282 for(j=-range; j<range ; j++) { 1293 {
1283 m = op->map; 1294 mapspace &ms = m->at (nx, ny);
1284 sx = op->x + i; 1295
1285 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue;
1288 if (mflags & P_IS_ALIVE) { 1296 if (ms.flags () & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1291 } 1299 {
1292 if (tmp) { 1300 tmp = tmp->head_ ();
1293 if (tmp->head) tmp=tmp->head;
1294 1301
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1304 {
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1306 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1308
1300 tmp = arch_to_object(spell_ob->other_arch); 1309 if (spell_ob->other_arch)
1301 tmp->x = sx; 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1302 tmp->y = sy; 1311 }
1303 insert_ob_in_map(tmp, m, op, 0); 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1304 } 1313 {
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1310 effect->x = sx; 1316 }
1311 effect->y = sy; 1317 }
1312 insert_ob_in_map(effect, m, op, 0); 1318 }
1313 }
1314 }
1315 }
1316 }
1317 } 1319 }
1318 } 1320
1319 }
1320 op->skill = skill; 1321 op->skill = skill;
1321 return 1; 1322 return 1;
1322} 1323}
1323 1324
1324/*************************************************************************** 1325/***************************************************************************
1325 * 1326 *
1326 * CURSE 1327 * CURSE
1327 * 1328 *
1328 ***************************************************************************/ 1329 ***************************************************************************/
1329 1330
1331int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1333{
1331 object *god = find_god(determine_god(op)); 1334 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1335 object *tmp, *force;
1333 1336
1334 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);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1338 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1339 {
1340 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1341 return 0;
1342 }
1341 1343
1344 tmp = tmp->head_ ();
1345
1342 /* 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. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1347 for (force = tmp->inv; force; force = force->below)
1348 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1350 {
1345 if (force->name == spell_ob->name) { 1351 if (force->name == spell_ob->name)
1346 break; 1352 {
1347 } 1353 break;
1354 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1355 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1356 {
1350 "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);
1351 spell_ob->name, force->name_pl); 1358 return 0;
1352 return 0; 1359 }
1360 }
1353 } 1361 }
1354 } 1362
1363 if (!force)
1355 } 1364 {
1356
1357 if(force==NULL) {
1358 force=get_archetype(FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name); 1367
1361 if (spell_ob->race) 1368 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1369 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1370 else
1371 force->name = spell_ob->name;
1372
1373 force->name_pl = spell_ob->name;
1374
1375 }
1376 else
1377 {
1369 int duration; 1378 int duration;
1370 1379
1371 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;
1372 if (duration > force->duration) { 1381 if (duration > force->duration)
1382 {
1373 force->duration = duration; 1383 force->duration = duration;
1374 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.");
1375 } else { 1385 }
1386 else
1376 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.");
1377 } 1388
1378 return 1; 1389 return 1;
1379 } 1390 }
1391
1380 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;
1381 force->speed = 1.0; 1393 force->speed = 1.f;
1382 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1383 SET_FLAG(force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1384 1396
1385 if(god) { 1397 if (god)
1398 {
1386 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1402 force->path_denied = god->path_denied;
1390 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);
1391 "You are a victim of %s's curse!",god->name); 1404 }
1392 } else 1405 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1406 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1407
1395 1408
1396 if(tmp!=op && op->type==PLAYER) 1409 if (tmp != op && op->type == PLAYER)
1397 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);
1398 1411
1399 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1401 1414
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1416 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1417 tmp->update_stats ();
1405 return 1; 1418 return 1;
1406 1419
1407} 1420}
1408
1409 1421
1410/********************************************************************** 1422/**********************************************************************
1411 * mood change 1423 * mood change
1412 * 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
1413 * effects monsters, it seems best to put it into this file 1425 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/ 1426 ***********************************************************************/
1415 1427
1416/* This covers the various spells that change the moods of monsters - 1428/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1429 * makes them angry, peacful, friendly, etc.
1418 */ 1430 */
1431int
1419int mood_change(object *op, object *caster, object *spell) { 1432mood_change (object *op, object *caster, object *spell)
1433{
1420 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1422 sint16 x, y, nx, ny;
1423 mapstruct *m;
1424 const char *race; 1436 const char *race;
1425 1437
1426 /* 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
1427 * doing it over and over again. 1439 * doing it over and over again.
1428 */ 1440 */
1429 god=find_god(determine_god(op)); 1441 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1442 level = casting_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1444
1433 /* 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_...
1434 * 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
1435 * won't ever match anything. 1447 * won't ever match anything.
1436 */ 1448 */
1437 if (!spell->race) race=NULL; 1449 if (!spell->race)
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1450 race = NULL;
1439 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
1440 else race = spell->race; 1456 race = spell->race;
1457
1458 unordered_mapwalk (op, -range, -range, range, range)
1441 1459 {
1460 mapspace &ms = m->at (nx, ny);
1442 1461
1443 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) {
1445
1446 done_one=0;
1447 m = op->map;
1448 nx = x;
1449 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue;
1452
1453 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1463 if (!ms.flags () & P_IS_ALIVE)
1464 continue;
1455 1465
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1466 // players can only affect spaces that they can actually see
1457 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;
1458 1471
1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1473 if (tmp->flag [FLAG_MONSTER])
1474 break;
1475
1459 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1477 if (!tmp)
1478 continue;
1461 1479
1462 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1481 head = tmp->head_ ();
1464 else head=tmp;
1465 1482
1466 /* 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 */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1484 if (race && head->race && !strstr (race, head->race))
1485 continue;
1486
1468 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;
1469 1489
1470 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1491 best_at = -1;
1472 if (spell->attacktype) { 1492 if (spell->attacktype)
1493 {
1473 for (at=0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1475 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;
1476 1498
1477 if (best_at == -1) at=0; 1499 if (best_at == -1)
1500 at = 0;
1478 else { 1501 else
1479 if (head->resist[best_at] == 100) continue;
1480 else at = head->resist[best_at] / 5;
1481 }
1482 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue;
1484 }
1485 else /* spell->attacktype */
1486 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490
1491 The chance will then be in the range [20-70] percent, not too bad.
1492
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster...
1495
1496 Ryo, august 14th
1497 */
1498 { 1502 {
1499 if ( head->level > level ) continue; 1503 if (head->resist[best_at] == 100)
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1501 /* Failed, no effect */
1502 continue; 1504 continue;
1505 else
1506 at = head->resist[best_at] / 5;
1503 } 1507 }
1504 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
1505 /* Done with saving throw. Now start effecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1506 1537
1507 /* aggravation */ 1538 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1540 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1542 remove_friendly_object (head);
1543 done_one = 1;
1544 head->enemy = op;
1545 }
1512 1546
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */ 1547 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1549 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1551 head->enemy = NULL;
1521 done_one = 1; 1552 done_one = 1;
1522 } 1553 }
1523 1554
1524 /* berserk monsters */ 1555 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1557 {
1526 SET_FLAG(head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1559 done_one = 1;
1528 } 1560 }
1561
1529 /* charm */ 1562 /* charm */
1530 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))
1531 SET_FLAG(head, FLAG_FRIENDLY); 1564 {
1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1533 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.
1534 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. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1571 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1573 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1540 done_one = 1; 1575 done_one = 1;
1541 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);
1542 head->stats.exp = 0; 1577 head->stats.exp = 0;
1543 } 1578 }
1544 1579
1545 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1581 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1548 tmp->x = nx;
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 } 1583 }
1552 } /* for y */
1553 1584
1554 return 1; 1585 return 1;
1555} 1586}
1556
1557 1587
1558/* 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
1559 * 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
1560 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1591 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1563 */ 1593 */
1564 1594void
1565void move_ball_spell(object *op) { 1595move_ball_spell (object *op)
1596{
1566 int i,j,dam_save,dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1568 object *owner; 1599 object *owner;
1569 mapstruct *m; 1600 maptile *m;
1570 1601
1571 owner = get_owner(op); 1602 owner = op->owner;
1572 1603
1573 /* 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,
1574 * 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
1575 * victim. The block immediately below more or less chooses a random 1606 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1607 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1608 * deviations.
1578 */ 1609 */
1579 1610
1580 dir = 0; 1611 dir = 0;
1581 if(!(rndm(0, 3))) 1612 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1613 j = rndm (0, 1);
1583 else j=0; 1614 else
1615 j = 0;
1584 1616
1585 for(i = 1; i < 9; i++) { 1617 for (i = 1; i < 9; i++)
1618 {
1586 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1588 */ 1621 */
1589
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1592 1624
1593 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1595 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1628 {
1597 dir = tmpdir; 1629 dir = tmpdir;
1598 break; 1630 break;
1599 } 1631 }
1600 } 1632 }
1633
1601 if (dir == 0) { 1634 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1635 {
1636 nx = op->x;
1637 ny = op->y;
1638 m = op->map;
1639 }
1606 1640
1607 remove_ob(op); 1641 m->insert (op, nx, ny, op);
1608 op->y=ny; 1642
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1643 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1644 surrounding squares */
1614 1645
1615 /* loop over current square and neighbors to hit. 1646 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1647 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1648 * the surround spaces.
1618 */ 1649 */
1619 for(j=0;j<9;j++) { 1650 for (j = 0; j < 9; j++)
1620 object *new_ob; 1651 {
1621
1622 hx = nx+freearr_x[j]; 1652 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1653 hy = ny + freearr_y[j];
1624 1654
1625 m = op->map; 1655 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1657
1628 if (mflags & P_OUT_OF_MAP) continue; 1658 if (mflags & P_OUT_OF_MAP)
1659 continue;
1629 1660
1630 /* 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
1631 * of the map either. 1662 * of the map either.
1632 */ 1663 */
1633 1664
1634 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)))
1635 if(j) op->stats.dam = dam_save/2; 1666 {
1667 if (j)
1668 op->stats.dam = dam_save / 2;
1669
1636 hit_map(op,j,op->attacktype,1); 1670 hit_map (op, j, op->attacktype, 1);
1671 }
1637 1672
1638 }
1639
1640 /* insert the other arch */ 1673 /* insert the other arch */
1641 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))))
1642 new_ob = arch_to_object(op->other_arch); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 } 1676 }
1648 1677
1649 /* restore to the center location and damage*/ 1678 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1679 op->stats.dam = dam_save;
1651 1680
1652 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);
1653 1682
1654 if(i>=0) { /* we have a preferred direction! */ 1683 if (i >= 0)
1684 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1685 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1686 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1687 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1688 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1689
1660 op->direction=i; 1690 op->direction = i;
1661 } 1691 }
1662} 1692}
1663 1693
1664
1665/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1666 * 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
1667 * 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
1668 * 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
1669 * 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
1670 * 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.
1671 */ 1700 */
1672 1701void
1673void move_swarm_spell(object *op) 1702move_swarm_spell (object *op)
1674{ 1703{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1704#if 0
1697 // 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 };
1698 // (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 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1707 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1708 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1709 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1710#endif
1711 object *owner = op->env;
1744 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
1745 /* 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
1746 * should just be a pointer to the spell in some inventory, 1774 * should just be a pointer to the spell in some inventory,
1747 * 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,
1748 * do some sanity checking anyways. 1776 * do some sanity checking anyways.
1749 */ 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))))
1750 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
1751 if (op->spell && op->spell->type == SPELL) 1798 if (op->spell && op->spell->type == SPELL)
1752 { 1799 {
1753 /* 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 */
1754 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 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);
1758 } 1805 }
1759} 1806}
1760
1761
1762
1763 1807
1764/* fire_swarm: 1808/* fire_swarm:
1765 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1766 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1767 * the parts of the swarm. 1811 * the parts of the swarm.
1770 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1771 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1817 * n: the number to be fired.
1774 */ 1818 */
1775 1819int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1821{
1778 object *tmp;
1779 int i;
1780
1781 if (!spell->other_arch) return 0; 1822 if (!spell->other_arch)
1823 return 0;
1782 1824
1783 tmp=get_archetype(SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1784 tmp->x=op->x; 1826
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1787 set_spell_skill(op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1788
1789 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. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1791
1792 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1793 1831
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1796 return 1; 1834 return 1;
1797 } 1835
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1839
1802 tmp->direction=dir;
1803 tmp->invisible=1; 1840 tmp->invisible = 1;
1804 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
1805 return 1; 1848 return 1;
1806} 1849}
1807
1808 1850
1809/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
1810 * function. 1852 * function.
1811 */ 1853 */
1854int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1855cast_light (object *op, object *caster, object *spell, int dir)
1856{
1813 object *target=NULL,*tmp=NULL; 1857 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1858 sint16 x, y;
1815 int dam, mflags; 1859 int dam, mflags;
1816 mapstruct *m; 1860 maptile *m;
1817 1861
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1863
1820 if(!dir) { 1864 if (dir)
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1822 return 0;
1823 } 1865 {
1824
1825 x=op->x+freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1827 m = op->map; 1868 m = op->map;
1828 1869
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1871
1831 if (mflags & P_OUT_OF_MAP) { 1872 if (mflags & P_OUT_OF_MAP)
1873 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1875 return 0;
1834 } 1876 }
1835 1877
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 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)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1882 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1884 if (target->head)
1885 target = target->head;
1886
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1843 } 1889 }
1844 } 1890 }
1845 1891
1846 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1847 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 {
1848 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.");
1849 return 0; 1896 return 0;
1897 }
1850 } 1898 }
1851 1899
1852 /* 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 */
1853 tmp=arch_to_object(spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 1902 if (!tmp)
1903 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1905 return 0;
1857 } 1906 }
1907
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1859 if (tmp->glow_radius) { 1910 if (tmp->glow_radius)
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1911 tmp->set_glow_radius (
1861 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)
1862 } 1913 );
1863 tmp->x=x; 1914
1864 tmp->y=y; 1915 if (dir)
1865 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
1866 return 1; 1920 return 1;
1867} 1921}
1868
1869
1870
1871 1922
1872/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1873 * player and infects someone. 1924 * player and infects someone.
1874 * 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
1875 * 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
1876 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
1877 */ 1928 */
1878 1929int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
1931{
1880 sint16 x,y; 1932 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 1934 object *walk;
1883 mapstruct *m; 1935 maptile *m;
1884 1936
1885 x = op->x; 1937 x = op->x;
1886 y = op->y; 1938 y = op->y;
1887 1939
1888 /* 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
1889 * direction the player is pointing. 1941 * direction the player is pointing.
1890 */ 1942 */
1943 if (!dir)
1891 if (!dir) dir=op->facing; 1944 dir = op->facing;
1945
1946 if (!dir)
1892 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 */
1893 1948
1894 /* Calculate these once here */ 1949 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 1951 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 1952 dur_mod = SP_level_duration_adjust (caster, spell);
1898 1953
1899 /* search in a line for a victim */ 1954 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 1955 for (i = 1; i < range; i++)
1956 {
1901 x = op->x + i * freearr_x[dir]; 1957 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 1958 y = op->y + i * freearr_y[dir];
1903 m = op->map; 1959 m = op->map;
1904 1960
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 1961 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1962
1907 if (mflags & P_OUT_OF_MAP) return 0; 1963 if (mflags & P_OUT_OF_MAP)
1964 return 0;
1908 1965
1909 /* don't go through walls - presume diseases are airborne */ 1966 /* don't go through walls - presume diseases are airborne */
1910 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;
1911 1969
1912 /* 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 */
1913 if (mflags & P_IS_ALIVE) { 1971 if (mflags & P_IS_ALIVE)
1972 {
1914 /* search this square for a victim */ 1973 /* search this square for a victim */
1915 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)
1916 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 */
1917 object *disease = arch_to_object(spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
1918 1978
1919 set_owner(disease,op); 1979 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 1982 disease->level = casting_level (caster, spell);
1923 1983
1924 /* do level adjustments */ 1984 /* do level adjustments */
1925 if(disease->stats.wc) 1985 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 1986 disease->stats.wc += dur_mod / 2;
1927 1987
1928 if(disease->magic> 0) 1988 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 1989 disease->magic += dur_mod / 8;
1930 1990
1931 if(disease->stats.maxhp>0) 1991 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
1933 1993
1934 if(disease->stats.maxgrace>0) 1994 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 1995 disease->stats.maxgrace += dur_mod;
1936 1996
1937 if(disease->stats.dam) { 1997 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 1998 {
1939 disease->stats.dam += dam_mod; 1999 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2000 disease->stats.dam += dam_mod;
1941 } 2001 else
2002 disease->stats.dam -= dam_mod;
2003 }
1942 2004
1943 if(disease->last_sp) { 2005 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2006 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2007 disease->last_sp -= 2 * dam_mod;
1946 } 2008 if (disease->last_sp < 1)
2009 disease->last_sp = 1;
2010 }
1947 2011
1948 if(disease->stats.maxsp) { 2012 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2013 {
1950 disease->stats.maxsp += dam_mod; 2014 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2015 disease->stats.maxsp += dam_mod;
1952 } 2016 else
1953 2017 disease->stats.maxsp -= dam_mod;
2018 }
2019
1954 if(disease->stats.ac) 2020 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2021 disease->stats.ac += dam_mod;
1956 2022
1957 if(disease->last_eat) 2023 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2024 disease->last_eat -= dam_mod;
1959 2025
1960 if(disease->stats.hp) 2026 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2027 disease->stats.hp -= dam_mod;
1962 2028
1963 if(disease->stats.sp) 2029 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
1965 2031
1966 if(infect_object(walk,disease,1)) { 2032 if (infect_object (walk, disease, 1))
1967 object *flash; /* visual effect for inflicting disease */ 2033 {
1968
1969 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);
1970 2035
1971 free_object(disease); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1973 flash->x = x; 2038 return 1;
1974 flash->y = y; 2039 }
1975 flash->map = walk->map; 2040
1976 insert_ob_in_map(flash,walk->map,op,0); 2041 disease->destroy ();
1977 return 1; 2042 }
1978 } 2043 } /* if living creature */
1979 free_object(disease); 2044 } /* for range of spaces */
1980 } 2045
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2047 return 1;
1985} 2048}

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