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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.5 by root, Sat Aug 26 23:36:34 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 1.5 2006/08/26 23:36:34 root 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 copy_object(tmp,new_bolt);
143 142
144 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
150 new_bolt->duration++; 149 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164 162void
165void move_bolt(object *op) { 163move_bolt (object *op)
166 object *tmp; 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 mapstruct *m; 167 maptile *m;
170 168
171 if(--(op->duration)<0) { 169 if (--op->duration < 0)
172 remove_ob(op);
173 free_object(op);
174 return;
175 } 170 {
171 op->drop_and_destroy ();
172 return;
173 }
174
176 hit_map(op,0,op->attacktype,1); 175 hit_map (op, 0, op->attacktype, 1);
177 176
178 if(!op->direction) 177 if (!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
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) return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((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 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return; 178 return;
239 }
240 else { /* Create a copy of this object and put it ahead */
241 tmp=get_object();
242 copy_object(op,tmp);
243 tmp->speed_left= -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */
247 tmp->duration++;
248 179
249 /* New forking code. Possibly create forks of this object 180 if (--op->range < 0)
250 * going off in other directions.
251 */
252
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0; 181 op->range = 0;
260 } /* copy object and move it along */ 182 else
261 } /* 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 */
262} 263}
263 264
264/* fire_bolt 265/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 266 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 267 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 269 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
270 * pointers. 271 * pointers.
271 */ 272 */
272 273int
273int 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{
274 object *tmp=NULL; 276 object *tmp = NULL;
275 int mflags; 277 int mflags;
276 278
277 if (!spob->other_arch) 279 if (!spob->other_arch)
278 return 0; 280 return 0;
279 281
280 tmp=arch_to_object(spob->other_arch); 282 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 283 if (tmp == NULL)
282 return 0; 284 return 0;
283 285
284 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
285 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);
286 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 289
290 if (spob->slaying)
291 tmp->slaying = spob->slaying;
292
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
292 297
293 tmp->direction=dir; 298 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
296 301
297 set_owner(tmp,op); 302 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
299 304
300 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 307 tmp->map = op->map;
303 308
309 maptile *newmap;
304 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);
305 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp);
307 return 0;
308 } 312 {
313 tmp->drop_and_destroy ();
314 return 0;
315 }
316
317 tmp->map = newmap;
318
309 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 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 322 {
323 tmp->drop_and_destroy ();
312 return 0; 324 return 0;
313 } 325 }
314 tmp->x=op->x; 326
315 tmp->y=op->y; 327 tmp->x = op->x;
328 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 329 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 330 tmp->map = op->map;
318 } 331 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 334 move_bolt (tmp);
335
321 return 1; 336 return 1;
322} 337}
323
324
325 338
326/*************************************************************************** 339/***************************************************************************
327 * 340 *
328 * BULLET/BALL CODE 341 * BULLET/BALL CODE
329 * 342 *
330 ***************************************************************************/ 343 ***************************************************************************/
331 344
332/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 347 * At least that is what I think this does.
335 */ 348 */
349void
336void explosion(object *op) { 350explosion (object *op)
337 object *tmp; 351{
338 mapstruct *m=op->map; 352 maptile *m = op->map;
339 int i; 353 int i;
340 354
341 if(--(op->duration)<0) { 355 if (--op->duration < 0)
342 remove_ob(op);
343 free_object(op);
344 return;
345 } 356 {
357 op->destroy ();
358 return;
359 }
360
346 hit_map(op,0,op->attacktype,0); 361 hit_map (op, 0, op->attacktype, 0);
347 362
348 if(op->range>0) { 363 if (op->range > 0)
349 for(i=1;i<9;i++) { 364 {
365 for (i = 1; i < 9; i++)
366 {
350 sint16 dx,dy; 367 sint16 dx, dy;
351 368
352 dx=op->x+freearr_x[i]; 369 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
354 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 373 * out of map, etc.
356 */ 374 */
357 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))
358 tmp=get_object(); 376 {
359 copy_object(op,tmp); 377 object *tmp = op->clone ();
360 tmp->state=0; 378
361 tmp->speed_left= -0.21; 379 tmp->state = 0;
362 tmp->range--; 380 tmp->speed_left = -0.21f;
363 tmp->value=0; 381 tmp->range--;
364 tmp->x=dx; 382 tmp->value = 0;
365 tmp->y=dy; 383
366 insert_ob_in_map(tmp,m,op,0); 384 m->insert (tmp, dx, dy, op);
385 }
386 }
367 } 387 }
368 }
369 }
370} 388}
371
372 389
373/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
375 * explode. 392 * explode.
376 */ 393 */
394static void
377void explode_bullet(object *op) 395explode_bullet (object *op)
378{ 396{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 397 object *tmp, *owner;
381 398
382 if (op->other_arch == NULL) { 399 if (!op->other_arch)
400 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 402 op->destroy ();
385 free_object (op); 403 return;
386 return;
387 } 404 }
388 405
389 if (op->env) { 406 if (op->env)
390 object *env; 407 {
408 object *env = op->outer_env ();
391 409
392 env = object_get_env_recursive(op);
393 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 {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op); 413 op->destroy ();
396 free_object (op);
397 return; 414 return;
398 } 415 }
399 remove_ob (op); 416
400 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
401 op->y = env->y; 418 }
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) { 419 else if (out_of_map (op->map, op->x, op->y))
420 {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op); 422 op->destroy ();
406 free_object (op); 423 return;
407 return;
408 } 424 }
409 425
410 // 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
411 // 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
412 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
413 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)
414 { 430 {
415 remove_ob (op); 431 op->destroy ();
416 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 ())
417 return; 440 return;
418 } 441 }
419 442
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
428 445
429 copy_owner (tmp, op); 446 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 448
433 owner = get_owner(op); 449 owner = op->owner;
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450
451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
435 !tailor_god_spell(tmp, owner)) { 454 && !tailor_god_spell (tmp, owner))
436 remove_ob (op);
437 free_object (op);
438 return;
439 } 455 {
440 tmp->x = op->x; 456 op->destroy ();
441 tmp->y = op->y; 457 return;
458 }
442 459
443 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462 {
445 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 464 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 465 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 466 tmp->duration = op->duration;
449 } else { 467 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 468 else
469 {
470 if (op->attacktype & AT_MAGIC)
471 tmp->attacktype |= AT_MAGIC;
472
451 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
455 /* 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 -
456 * the count of the parent should work fine. 478 * the count of the parent should work fine.
457 */ 479 */
458 tmp->stats.maxhp = op->count; 480 tmp->stats.maxhp = op->count;
459 } 481 }
460 482
461 /* Set direction of cone explosion */ 483 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 484 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
464 486
465 /* Prevent recursion */ 487 /* Prevent recursion */
466 op->move_on = 0; 488 op->move_on = 0;
467 489
468 insert_ob_in_map(tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
469 /* remove the firebullet */ 493 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 495}
475
476
477 496
478/* 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
479 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
480 */ 499 */
481 500void
482void check_bullet(object *op) 501check_bullet (object *op)
483{ 502{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 503 object *tmp;
486 int dam, mflags; 504 int dam, mflags;
487 mapstruct *m; 505 maptile *m;
488 sint16 sx, sy; 506 sint16 sx, sy;
489 507
490 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);
491 509
492 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)))
493 return; 511 return;
494 512
495 if (op->other_arch) { 513 if (op->other_arch)
514 {
496 /* explode object will also remove op */ 515 /* explode object will also remove op */
497 explode_bullet (op); 516 explode_bullet (op);
498 return; 517 return;
499 } 518 }
500 519
501 /* 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 */
502 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
503 523
504 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)
505 { 525 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 527 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529
510 || (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)
511 { 532 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 534 {
514 free_object(op); 535 op->destroy ();
515 return; 536 return;
516 } 537 }
517 } 538 }
518 } 539 }
519 } 540 }
520} 541}
521
522 542
523/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 544 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
527 */ 547 */
528 548void
529void move_bullet(object *op) 549move_bullet (object *op)
530{ 550{
531 sint16 new_x, new_y;
532 int mflags;
533 mapstruct *m;
534
535#if 0 551#if 0
536 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
537 553
538 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
541 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
543 return; 560 return;
544 } /* end addition. */ 561 } /* end addition. */
545#endif 562#endif
546 563
547 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
549 if (op->other_arch) { 567 if (op->other_arch)
550 explode_bullet (op); 568 explode_bullet (op);
551 } else { 569 else
552 remove_ob (op); 570 op->destroy ();
553 free_object (op); 571
554 }
555 return; 572 return;
573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
556 } 579 {
557 580 op->destroy ();
558 new_x = op->x + DIRX(op);
559 new_y = op->y + DIRY(op);
560 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
562
563 if (mflags & P_OUT_OF_MAP) {
564 remove_ob (op);
565 free_object (op);
566 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))
567 } 589 {
568
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
570 if (op->other_arch) { 590 if (op->other_arch)
571 explode_bullet (op); 591 explode_bullet (op);
572 } else { 592 else
573 remove_ob (op); 593 op->destroy ();
574 free_object (op); 594
575 }
576 return; 595 return;
577 } 596 }
578 597
579 remove_ob (op); 598 if (!(op = pos.insert (op, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 599 return;
584 600
585 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
586 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 604 update_turn_face (op);
588 } else { 605 }
606 else
589 check_bullet (op); 607 check_bullet (op);
590 }
591} 608}
592
593
594
595 609
596/* fire_bullet 610/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 614 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
602 * pointers. 616 * pointers.
603 */ 617 */
604 618int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
606 object *tmp=NULL; 621 object *tmp = NULL;
607 int mflags; 622 int mflags;
608 623
609 if (!spob->other_arch) 624 if (!spob->other_arch)
610 return 0; 625 return 0;
611 626
612 tmp=arch_to_object(spob->other_arch); 627 tmp = spob->other_arch->instance ();
613 if(tmp==NULL) 628 if (!tmp)
614 return 0; 629 return 0;
615 630
616 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
617 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);
618 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
620 636
621 tmp->range = 50; 637 tmp->range = 50;
622 638
623 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 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);
627 643
628 tmp->direction=dir; 644 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
631 647
632 set_owner(tmp,op); 648 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
634 650
635 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 653 tmp->map = op->map;
638 654
655 maptile *newmap;
639 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);
640 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp);
642 return 0;
643 } 658 {
659 tmp->destroy ();
660 return 0;
661 }
662
663 tmp->map = newmap;
664
644 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 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 668 {
669 tmp->destroy ();
647 return 0; 670 return 0;
648 } 671 }
649 tmp->x=op->x; 672
650 tmp->y=op->y; 673 tmp->x = op->x;
674 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 675 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 676 tmp->map = op->map;
653 } 677 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 678
679 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 680 check_bullet (tmp);
656 } 681
657 return 1; 682 return 1;
658} 683}
659
660
661
662 684
663/***************************************************************************** 685/*****************************************************************************
664 * 686 *
665 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
666 * 688 *
667 *****************************************************************************/ 689 *****************************************************************************/
668 690
669
670/* 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
671void cone_drop(object *op) { 693cone_drop (object *op)
694{
672 object *new_ob = arch_to_object(op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
673 696
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 697 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 698 new_ob->set_owner (op->owner);
678 699
679 /* preserve skill ownership */ 700 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 701 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill); 702 new_ob->skill = op->skill;
682 new_ob->skill = add_refcount(op->skill); 703
683 } 704 new_ob->insert_at (op, op);
684 insert_ob_in_map(new_ob,op->map,op,0);
685
686} 705}
687 706
688/* 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 */
689 708
709void
690void move_cone(object *op) { 710move_cone (object *op)
691 int i; 711{
692 tag_t tag;
693
694 /* 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 */
695 if (! op->map) { 713 if (!op->map)
696 LOG(llevError,"Tried to move_cone object %s without a map.\n",
697 op->name ? op->name : "unknown");
698 op->speed = 0;
699 update_ob_speed (op);
700 return;
701 } 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 }
702 719
703 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
722 {
705 hit_map(op,0,op->attacktype,0); 723 hit_map (op, 0, op->attacktype, 0);
706 return; 724 return;
707 } 725 }
708 726
709#if 0 727#if 0
710 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 729 * when their cone dies when they die.
712 */ 730 */
713 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 732 if (op->owner == NULL)
715 remove_ob(op); 733 {
716 free_object(op); 734 op->destroy ();
717 return; 735 return;
718 } 736 }
719#endif 737#endif
720 738
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 739 hit_map (op, 0, op->attacktype, 0);
723 740
741 if (!op->is_on_map ())
742 return;
743
724 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
726 * degree. 746 * degree.
727 */ 747 */
748 if (op->weight)
749 {
728 if(op->weight) check_spell_knockback(op); 750 check_spell_knockback (op);
729 751
730 if (was_destroyed (op, tag)) 752 if (!op->is_on_map ())
731 return; 753 return;
754 }
732 755
733 if((op->duration--)<0) { 756 if (op->duration-- < 0)
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 757 {
758 op->destroy ();
759 return;
760 }
738 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 762 * any further. When the duration above expires,
740 * then the object will get removed. 763 * then the object will get removed.
741 */ 764 */
742 if (--op->range < 0) { 765 if (--op->range < 0)
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 } 766 {
767 op->range = 0; /* just so it doesn't wrap */
768 return;
769 }
746 770
747 for(i= -1;i<2;i++) { 771 for (int i = -1; i <= 1; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 772 {
749 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)];
750 774
751 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))
752 object *tmp=get_object(); 776 {
753 copy_object(op, tmp); 777 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 778
757 tmp->duration = op->duration + 1; 779 tmp->duration = op->duration + 1;
758 780
759 /* Use for spell tracking - see ok_to_put_more() */ 781 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 782 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 783
762 if (tmp->other_arch) cone_drop(tmp); 784 op->map->insert (tmp, x, y, op);
763 } 785
786 if (tmp->other_arch)
787 cone_drop (tmp);
788 }
764 } 789 }
765} 790}
766 791
767/* cast_cone: casts a cone spell. 792/* cast_cone: casts a cone spell.
768 * op: person firing the object. 793 * op: person firing the object.
770 * dir: direction to fire in. 795 * dir: direction to fire in.
771 * 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
772 * to fire. 797 * to fire.
773 * returns 0 on failure, 1 on success. 798 * returns 0 on failure, 1 on success.
774 */ 799 */
800int
775int cast_cone(object *op, object *caster,int dir, object *spell) 801cast_cone (object *op, object *caster, int dir, object *spell)
776{ 802{
777 object *tmp; 803 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 804 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 805 maptile *m;
780 sint16 sx, sy; 806 sint16 sx, sy;
781 MoveType movetype; 807 MoveType movetype;
782 808
783 if (!spell->other_arch) return 0; 809 if (!spell->other_arch)
784
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
786 op->attacktype & AT_TURN_UNDEAD) {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!");
789 return 0; 810 return 0;
811
812 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
790 } 813 {
814 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
815 return 0;
816 }
791 817
792 if(!dir) { 818 if (!dir)
793 range_min= 0;
794 range_max=8;
795 } 819 {
820 range_min = 0;
821 range_max = 8;
822 }
796 823
797 /* 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
798 * 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
799 * insert it into is blocked. 826 * insert it into is blocked.
800 */ 827 */
801 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
802 829
803 for(i=range_min;i<=range_max;i++) { 830 for (i = range_min; i <= range_max; i++)
804 sint16 x,y, d; 831 {
832 sint16 x, y;
805 833
806 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
807 * 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
808 * 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
809 * to hit that person. 837 * to hit that person.
810 */ 838 */
811 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
812 while (d < 0) d+=8;
813 while (d > 8) d-=8;
814 840
815 /* 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.
816 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 845 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 846 * for the rune code.
821 */ 847 */
822 if (caster->type != RUNE && d==0) { 848 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8; 849 {
824 else continue; 850 if (dir != 0)
825 } 851 d = 8;
852 else
853 continue;
854 }
826 855
827 x = op->x+freearr_x[d]; 856 x = op->x + freearr_x[d];
828 y = op->y+freearr_y[d]; 857 y = op->y + freearr_y[d];
829 858
830 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)
831 continue; 860 continue;
832 861
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 863 continue;
835 864
836 success=1; 865 success = 1;
837 tmp=arch_to_object(spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 867 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 870 tmp->attacktype = spell->attacktype;
844 871
845 /* holy word stuff */ 872 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 874 if (!tailor_god_spell (tmp, op))
848 } 875 return 0;
849 876
850 if(dir) 877 if (dir)
851 tmp->stats.sp=dir; 878 tmp->stats.sp = dir;
852 else 879 else
853 tmp->stats.sp=i; 880 tmp->stats.sp = i;
854 881
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 882 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 883
857 /* 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 */
858 if (dir == 0) { 885 if (dir == 0)
886 {
859 tmp->range /= 4; 887 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 888 if (tmp->range < 2 && spell->range >= 2)
861 } 889 tmp->range = 2;
890 }
891
862 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);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 893 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 894
865 /* Special bonus for fear attacks */ 895 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 896 if (tmp->attacktype & AT_FEAR)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 897 {
868 else 898 if (caster->type == PLAYER)
899 tmp->duration += fear_bonus[caster->stats.Cha];
900 else
869 tmp->duration += caster->level/3; 901 tmp->duration += caster->level / 3;
870 } 902 }
903
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 904 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 905 {
873 else 906 if (caster->type == PLAYER)
907 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
908 else
874 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
875 } 910 }
876 911
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
879 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);
880 spell->other_arch->name);
881 914
882 if (!tmp->move_on && tmp->stats.dam) { 915 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 917
918 m->insert (tmp, sx, sy, op);
919
889 /* 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
890 * a single space too many times. 921 * a single space too many times.
891 */ 922 */
892 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
893 924
894 if(tmp->other_arch) cone_drop(tmp); 925 if (tmp->other_arch)
926 cone_drop (tmp);
895 } 927 }
928
896 return success; 929 return success;
897} 930}
898 931
899/**************************************************************************** 932/****************************************************************************
900 * 933 *
901 * BOMB related code 934 * BOMB related code
902 * 935 *
903 ****************************************************************************/ 936 ****************************************************************************/
904 937
905
906/* This handles an exploding bomb. 938/* This handles an exploding bomb.
907 * op is the original bomb object. 939 * op is the original bomb object.
908 */ 940 */
941void
909void animate_bomb(object *op) { 942animate_bomb (object *op)
910 int i; 943{
911 object *env, *tmp;
912 archetype *at;
913
914 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
915 return;
916
917
918 env = object_get_env_recursive(op);
919
920 if (op->env) {
921 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return; 945 return;
932 }
933 946
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 947 object *env = op->outer_env ();
935 // on a safe map. I don't like this special casing, but it seems to be neccessary 948
936 // as bombs can be carried. 949 if (op->env)
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 { 950 {
939 remove_ob (op); 951 if (!env->map)
940 free_object (op);
941 return; 952 return;
953
954 if (!(op = op->insert_at (env, op)))
955 return;
942 } 956 }
943 957
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
944 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 969 * so just set up the appropriate values.
947 */ 970 */
948 at = find_archetype(SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 972 {
950 for(i=1;i<9;i++) { 973 for (int i = 1; i < 9; i++)
974 {
951 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]))
952 continue; 976 continue;
953 tmp = arch_to_object(at); 977
978 object *tmp = arch_to_object (at);
954 tmp->direction = i; 979 tmp->direction = i;
955 tmp->range = op->range; 980 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 982 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 984 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 985 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 986 tmp->skill = op->skill;
962 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 }
963 } 994 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i);
966 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp);
970 }
971 }
972 995
973 explode_bullet(op); 996 explode_bullet (op);
974} 997}
975 998
999int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1000create_bomb (object *op, object *caster, int dir, object *spell)
977 1001{
978 object *tmp; 1002 object *tmp;
979 int mflags; 1003 int mflags;
980 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];
981 mapstruct *m; 1005 maptile *m;
982 1006
983 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 {
984 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 {
985 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.");
986 return 0; 1018 return 0;
1019 }
987 } 1020 }
1021
988 tmp=arch_to_object(spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
989 1023
990 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 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);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
995 1029
996 set_owner(tmp,op); 1030 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1032
999 tmp->y=dy; 1033 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1034 return 1;
1002} 1035}
1003 1036
1004/**************************************************************************** 1037/****************************************************************************
1005 * 1038 *
1006 * smite related spell code. 1039 * smite related spell code.
1014 * dir is the direction to look in. 1047 * dir is the direction to look in.
1015 * range is how far out to look. 1048 * range is how far out to look.
1016 * 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.
1017 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1018 */ 1051 */
1019 1052object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1053get_pointed_target (object *op, int dir, int range, int type)
1054{
1021 object *target; 1055 object *target;
1022 sint16 x,y; 1056 sint16 x, y;
1023 int dist, mflags; 1057 int dist, mflags;
1024 mapstruct *mp; 1058 maptile *mp;
1025 1059
1026 if (dir==0) return NULL; 1060 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1061 return NULL;
1048}
1049 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}
1050 1087
1051/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1053 * usual params - 1090 * usual params -
1054 * op = player 1091 * op = player
1055 * caster = object casting the spell. 1092 * caster = object casting the spell.
1056 * dir = direction being cast 1093 * dir = direction being cast
1057 * spell = spell object 1094 * spell = spell object
1058 */ 1095 */
1059 1096int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1098{
1061 object *effect, *target; 1099 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1100 object *god = find_god (determine_god (op));
1063 int range; 1101 int range;
1064 1102
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1103 range = spell->range + SP_level_range_adjust (caster, spell);
1066 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);
1067 1105
1068 /* Bunch of conditions for casting this spell. Note that only 1106 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1107 * require a god if this is a cleric spell (requires grace).
1070 * 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
1071 * 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
1072 * interesting spell. 1110 * interesting spell.
1073 * 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
1074 * can't be friendly to your god. 1112 * can't be friendly to your god.
1075 */ 1113 */
1076 1114
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1078 ||(!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1118 || (god && target->title == god->name)
1080 ||(target->race && god && strstr(target->race,god->race))) { 1119 || (god && target->race.contains (god->race)))
1120 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1122 return 0;
1083 } 1123 }
1084 1124
1085 if (spell->other_arch) 1125 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1087 else 1127 else
1088 return 0; 1128 return 0;
1089 1129
1090 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1134 {
1094 if(tailor_god_spell(effect,op)) 1135 if (tailor_god_spell (effect, op))
1095 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));
1096 "%s answers your call!",determine_god(op));
1097 else { 1137 else
1138 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1140 return 0;
1100 } 1141 }
1101 } 1142 }
1102 1143
1103 /* size of the area of destruction */ 1144 /* size of the area of destruction */
1104 effect->range=spell->range + 1145 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1146 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1147
1109 if (effect->attacktype & AT_DEATH) { 1148 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1149 {
1111 SP_level_dam_adjust(caster,spell); 1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1151
1113 /* casting death spells at undead isn't a good thing */ 1152 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1153 if (QUERY_FLAG (target, FLAG_UNDEAD))
1154 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1155 if (random_roll (0, 2, op, PREFER_LOW))
1156 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1158 effect->x = op->x;
1118 effect->y=op->y; 1159 effect->y = op->y;
1119 } else { 1160 }
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1161 else
1121 query_name(target)); 1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1122 target->stats.hp = target->stats.maxhp*2; 1164 target->stats.hp = target->stats.maxhp * 2;
1123 free_object(effect); 1165 effect->destroy ();
1124 return 0; 1166 return 0;
1167 }
1168 }
1125 } 1169 }
1126 } 1170 else
1127 } else { 1171 {
1128 /* how much woe to inflict :) */ 1172 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1173 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1174 }
1132 1175
1133 set_owner(effect,op); 1176 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1177 set_spell_skill (op, caster, spell, effect);
1135 1178
1136 /* ok, tell it where to be, and insert! */ 1179 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1180 effect->insert_at (target, op);
1138 effect->y=target->y; 1181
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1182 return 1;
1142} 1183}
1143
1144 1184
1145/**************************************************************************** 1185/****************************************************************************
1146 * 1186 *
1147 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1148 * 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
1149 * code here is just to move the missile. 1189 * code here is just to move the missile.
1150 ****************************************************************************/ 1190 ****************************************************************************/
1151 1191
1152/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1193void
1153void move_missile(object *op) { 1194move_missile (object *op)
1154 int i, mflags; 1195{
1155 object *owner;
1156 sint16 new_x, new_y;
1157 mapstruct *m;
1158
1159 if (op->range-- <=0) { 1196 if (op->range-- <= 0)
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 } 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1164 1201
1165 owner = get_owner(op); 1202 mapxy pos (op);
1166#if 0 1203 pos.move (op->direction);
1167 /* It'd make things nastier if this wasn't here - spells cast by 1204
1168 * monster that are then killed would continue to survive 1205 if (!pos.normalise ())
1169 */
1170 if (owner == NULL) {
1171 remove_ob(op);
1172 free_object(op);
1173 return;
1174 } 1206 {
1175#endif 1207 op->destroy ();
1208 return;
1209 }
1176 1210
1177 new_x = op->x + DIRX(op); 1211 mapspace &ms = pos.ms ();
1178 new_y = op->y + DIRY(op);
1179 1212
1180 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))
1181 1214 {
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1184 tag_t tag = op->count;
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1187 * 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.
1188 */ 1218 */
1189 if ( ! was_destroyed (op, tag)) { 1219 op->destroy ();
1190 remove_ob (op); 1220 return;
1191 free_object(op); 1221 }
1192 } 1222
1193 return; 1223 if (!op->direction)
1194 } 1224 {
1195 1225 op->destroy ();
1196 remove_ob(op); 1226 return;
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1198 free_object(op);
1199 return;
1200 } 1227 }
1201 op->x = new_x; 1228
1202 op->y = new_y; 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1203 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1205 if(i > 0 && i != op->direction){ 1230 if (i > 0 && i != op->direction)
1231 {
1206 op->direction=i; 1232 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1208 } 1234 }
1209 insert_ob_in_map(op,op->map,op,0); 1235
1236 pos.insert (op, op);
1210} 1237}
1211 1238
1212/**************************************************************************** 1239/****************************************************************************
1213 * Destruction 1240 * Destruction
1214 ****************************************************************************/ 1241 ****************************************************************************/
1242
1215/* make_object_glow() - currently only makes living objects glow. 1243/* make_object_glow() - currently only makes living objects glow.
1216 * 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
1217 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1220 */ 1248 */
1221 1249int
1222int make_object_glow(object *op, int radius, int time) { 1250make_object_glow (object *op, int radius, int time)
1223 object *tmp; 1251{
1224
1225 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1254 return 0;
1228 1255
1229 tmp=get_archetype(FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1258 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1234 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII;
1236
1237 tmp->x=op->x;
1238 tmp->y=op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1241 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1243 1265
1244 if(!tmp->env||op!=tmp->env) {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1246 op->name);
1247 return 0;
1248 }
1249 return 1; 1266 return 1;
1250} 1267}
1251 1268
1252 1269int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1270cast_destruction (object *op, object *caster, object *spell_ob)
1256 int i,j, range, mflags, friendly=0, dam, dur; 1271{
1257 sint16 sx,sy;
1258 mapstruct *m;
1259 object *tmp;
1260 const char *skill;
1261
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 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);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1266 1275
1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1277
1267 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route.
1272 */ 1280 */
1273 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1283 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1285 else if (caster->skill)
1286 op->skill = caster->skill;
1287 else
1276 else op->skill = NULL; 1288 op->skill = 0;
1277 1289
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1279 1291
1280 for(i= -range; i<range; i++) { 1292 unordered_mapwalk (op, -range, -range, range, range)
1281 for(j=-range; j<range ; j++) { 1293 {
1282 m = op->map; 1294 mapspace &ms = m->at (nx, ny);
1283 sx = op->x + i; 1295
1284 sy = op->y + j;
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue;
1287 if (mflags & P_IS_ALIVE) { 1296 if (ms.flags () & P_IS_ALIVE)
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1290 } 1299 {
1291 if (tmp) { 1300 tmp = tmp->head_ ();
1292 if (tmp->head) tmp=tmp->head;
1293 1301
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1304 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1306 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1308
1299 tmp = arch_to_object(spell_ob->other_arch); 1309 if (spell_ob->other_arch)
1300 tmp->x = sx; 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1301 tmp->y = sy; 1311 }
1302 insert_ob_in_map(tmp, m, op, 0); 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1303 } 1313 {
1304 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1306 tmp->resist[ATNR_MAGIC]!=100) {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1309 effect->x = sx; 1316 }
1310 effect->y = sy; 1317 }
1311 insert_ob_in_map(effect, m, op, 0); 1318 }
1312 }
1313 }
1314 }
1315 }
1316 } 1319 }
1317 } 1320
1318 }
1319 op->skill = skill; 1321 op->skill = skill;
1320 return 1; 1322 return 1;
1321} 1323}
1322 1324
1323/*************************************************************************** 1325/***************************************************************************
1324 * 1326 *
1325 * CURSE 1327 * CURSE
1326 * 1328 *
1327 ***************************************************************************/ 1329 ***************************************************************************/
1328 1330
1331int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1333{
1330 object *god = find_god(determine_god(op)); 1334 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1335 object *tmp, *force;
1332 1336
1333 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);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1338 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 } 1339 {
1340 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1341 return 0;
1342 }
1340 1343
1344 tmp = tmp->head_ ();
1345
1341 /* 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. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1347 for (force = tmp->inv; force; force = force->below)
1348 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1350 {
1344 if (force->name == spell_ob->name) { 1351 if (force->name == spell_ob->name)
1345 break; 1352 {
1346 } 1353 break;
1354 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1355 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1356 {
1349 "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);
1350 spell_ob->name, force->name_pl); 1358 return 0;
1351 return 0; 1359 }
1360 }
1352 } 1361 }
1353 } 1362
1363 if (!force)
1354 } 1364 {
1355
1356 if(force==NULL) {
1357 force=get_archetype(FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name); 1367
1360 if (spell_ob->race) 1368 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1369 force->name = spell_ob->race;
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else { 1370 else
1371 force->name = spell_ob->name;
1372
1373 force->name_pl = spell_ob->name;
1374
1375 }
1376 else
1377 {
1368 int duration; 1378 int duration;
1369 1379
1370 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;
1371 if (duration > force->duration) { 1381 if (duration > force->duration)
1382 {
1372 force->duration = duration; 1383 force->duration = duration;
1373 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.");
1374 } else { 1385 }
1386 else
1375 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.");
1376 } 1388
1377 return 1; 1389 return 1;
1378 } 1390 }
1391
1379 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;
1380 force->speed = 1.0; 1393 force->speed = 1.f;
1381 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1383 1396
1384 if(god) { 1397 if (god)
1398 {
1385 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1402 force->path_denied = god->path_denied;
1389 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);
1390 "You are a victim of %s's curse!",god->name); 1404 }
1391 } else 1405 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1406 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1407
1394 1408
1395 if(tmp!=op && op->type==PLAYER) 1409 if (tmp != op && op->type == PLAYER)
1396 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);
1397 1411
1398 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1400 1414
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1416 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1417 tmp->update_stats ();
1404 return 1; 1418 return 1;
1405 1419
1406} 1420}
1407
1408 1421
1409/********************************************************************** 1422/**********************************************************************
1410 * mood change 1423 * mood change
1411 * 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
1412 * effects monsters, it seems best to put it into this file 1425 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1426 ***********************************************************************/
1414 1427
1415/* This covers the various spells that change the moods of monsters - 1428/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1429 * makes them angry, peacful, friendly, etc.
1417 */ 1430 */
1431int
1418int mood_change(object *op, object *caster, object *spell) { 1432mood_change (object *op, object *caster, object *spell)
1433{
1419 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1421 sint16 x, y, nx, ny;
1422 mapstruct *m;
1423 const char *race; 1436 const char *race;
1424 1437
1425 /* 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
1426 * doing it over and over again. 1439 * doing it over and over again.
1427 */ 1440 */
1428 god=find_god(determine_god(op)); 1441 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1442 level = casting_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1444
1432 /* 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_...
1433 * 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
1434 * won't ever match anything. 1447 * won't ever match anything.
1435 */ 1448 */
1436 if (!spell->race) race=NULL; 1449 if (!spell->race)
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1450 race = NULL;
1438 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
1439 else race = spell->race; 1456 race = spell->race;
1457
1458 unordered_mapwalk (op, -range, -range, range, range)
1440 1459 {
1460 mapspace &ms = m->at (nx, ny);
1441 1461
1442 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) {
1444
1445 done_one=0;
1446 m = op->map;
1447 nx = x;
1448 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue;
1451
1452 /* 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 */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1463 if (!ms.flags () & P_IS_ALIVE)
1464 continue;
1454 1465
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1466 // players can only affect spaces that they can actually see
1456 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;
1457 1471
1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1473 if (tmp->flag [FLAG_MONSTER])
1474 break;
1475
1458 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1477 if (!tmp)
1478 continue;
1460 1479
1461 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1481 head = tmp->head_ ();
1463 else head=tmp;
1464 1482
1465 /* 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 */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1484 if (race && head->race && !strstr (race, head->race))
1485 continue;
1486
1467 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;
1468 1489
1469 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1491 best_at = -1;
1471 if (spell->attacktype) { 1492 if (spell->attacktype)
1493 {
1472 for (at=0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1474 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;
1475 1498
1476 if (best_at == -1) at=0; 1499 if (best_at == -1)
1500 at = 0;
1477 else { 1501 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5;
1480 }
1481 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue;
1483 }
1484 else /* spell->attacktype */
1485 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489
1490 The chance will then be in the range [20-70] percent, not too bad.
1491
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster...
1494
1495 Ryo, august 14th
1496 */
1497 { 1502 {
1498 if ( head->level > level ) continue; 1503 if (head->resist[best_at] == 100)
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1500 /* Failed, no effect */
1501 continue; 1504 continue;
1505 else
1506 at = head->resist[best_at] / 5;
1502 } 1507 }
1503 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
1504 /* Done with saving throw. Now start effecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1505 1537
1506 /* aggravation */ 1538 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1540 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1542 remove_friendly_object (head);
1543 done_one = 1;
1544 head->enemy = op;
1545 }
1511 1546
1512 done_one = 1;
1513 head->enemy = op;
1514 }
1515
1516 /* calm monsters */ 1547 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1549 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1551 head->enemy = NULL;
1520 done_one = 1; 1552 done_one = 1;
1521 } 1553 }
1522 1554
1523 /* berserk monsters */ 1555 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1557 {
1525 SET_FLAG(head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1559 done_one = 1;
1527 } 1560 }
1561
1528 /* charm */ 1562 /* charm */
1529 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))
1530 SET_FLAG(head, FLAG_FRIENDLY); 1564 {
1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1532 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.
1533 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. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1571 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1573 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1539 done_one = 1; 1575 done_one = 1;
1540 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);
1541 head->stats.exp = 0; 1577 head->stats.exp = 0;
1542 } 1578 }
1543 1579
1544 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1581 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx;
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 } 1583 }
1551 } /* for y */
1552 1584
1553 return 1; 1585 return 1;
1554} 1586}
1555
1556 1587
1557/* 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
1558 * 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
1559 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1591 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1562 */ 1593 */
1563 1594void
1564void move_ball_spell(object *op) { 1595move_ball_spell (object *op)
1596{
1565 int i,j,dam_save,dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1567 object *owner; 1599 object *owner;
1568 mapstruct *m; 1600 maptile *m;
1569 1601
1570 owner = get_owner(op); 1602 owner = op->owner;
1571 1603
1572 /* 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,
1573 * 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
1574 * victim. The block immediately below more or less chooses a random 1606 * victim. The block immediately below more or less chooses a random
1575 * 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
1576 * deviations. 1608 * deviations.
1577 */ 1609 */
1578 1610
1579 dir = 0; 1611 dir = 0;
1580 if(!(rndm(0, 3))) 1612 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1613 j = rndm (0, 1);
1582 else j=0; 1614 else
1615 j = 0;
1583 1616
1584 for(i = 1; i < 9; i++) { 1617 for (i = 1; i < 9; i++)
1618 {
1585 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1587 */ 1621 */
1588
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1591 1624
1592 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1594 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))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1628 {
1596 dir = tmpdir; 1629 dir = tmpdir;
1597 break; 1630 break;
1598 } 1631 }
1599 } 1632 }
1633
1600 if (dir == 0) { 1634 if (dir == 0)
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 } 1635 {
1636 nx = op->x;
1637 ny = op->y;
1638 m = op->map;
1639 }
1605 1640
1606 remove_ob(op); 1641 m->insert (op, nx, ny, op);
1607 op->y=ny; 1642
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 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
1612 surrounding squares */ 1644 surrounding squares */
1613 1645
1614 /* loop over current square and neighbors to hit. 1646 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1647 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1648 * the surround spaces.
1617 */ 1649 */
1618 for(j=0;j<9;j++) { 1650 for (j = 0; j < 9; j++)
1619 object *new_ob; 1651 {
1620
1621 hx = nx+freearr_x[j]; 1652 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1653 hy = ny + freearr_y[j];
1623 1654
1624 m = op->map; 1655 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1657
1627 if (mflags & P_OUT_OF_MAP) continue; 1658 if (mflags & P_OUT_OF_MAP)
1659 continue;
1628 1660
1629 /* 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
1630 * of the map either. 1662 * of the map either.
1631 */ 1663 */
1632 1664
1633 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)))
1634 if(j) op->stats.dam = dam_save/2; 1666 {
1667 if (j)
1668 op->stats.dam = dam_save / 2;
1669
1635 hit_map(op,j,op->attacktype,1); 1670 hit_map (op, j, op->attacktype, 1);
1671 }
1636 1672
1637 }
1638
1639 /* insert the other arch */ 1673 /* insert the other arch */
1640 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))))
1641 new_ob = arch_to_object(op->other_arch); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1676 }
1647 1677
1648 /* restore to the center location and damage*/ 1678 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1679 op->stats.dam = dam_save;
1650 1680
1651 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);
1652 1682
1653 if(i>=0) { /* we have a preferred direction! */ 1683 if (i >= 0)
1684 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1685 /* pick another direction if the preferred dir is blocked. */
1655 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 ||
1656 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)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1688 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1689
1659 op->direction=i; 1690 op->direction = i;
1660 } 1691 }
1661} 1692}
1662 1693
1663
1664/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1665 * 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
1666 * 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
1667 * 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
1668 * 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
1669 * 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.
1670 */ 1700 */
1671 1701void
1672void move_swarm_spell(object *op) 1702move_swarm_spell (object *op)
1673{ 1703{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1704#if 0
1696 // 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 };
1697 // (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 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1707 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1708 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1709 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1710#endif
1711 object *owner = op->env;
1743 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
1744 /* 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
1745 * should just be a pointer to the spell in some inventory, 1774 * should just be a pointer to the spell in some inventory,
1746 * 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,
1747 * do some sanity checking anyways. 1776 * do some sanity checking anyways.
1748 */ 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))))
1749 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
1750 if (op->spell && op->spell->type == SPELL) 1798 if (op->spell && op->spell->type == SPELL)
1751 { 1799 {
1752 /* 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 */
1753 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 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);
1757 } 1805 }
1758} 1806}
1759
1760
1761
1762 1807
1763/* fire_swarm: 1808/* fire_swarm:
1764 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1765 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1766 * the parts of the swarm. 1811 * the parts of the swarm.
1769 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1770 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1817 * n: the number to be fired.
1773 */ 1818 */
1774 1819int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1821{
1777 object *tmp;
1778 int i;
1779
1780 if (!spell->other_arch) return 0; 1822 if (!spell->other_arch)
1823 return 0;
1781 1824
1782 tmp=get_archetype(SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1783 tmp->x=op->x; 1826
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1786 set_spell_skill(op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1787
1788 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. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1790
1791 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1792 1831
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1795 return 1; 1834 return 1;
1796 } 1835
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1839
1801 tmp->direction=dir;
1802 tmp->invisible=1; 1840 tmp->invisible = 1;
1803 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
1804 return 1; 1848 return 1;
1805} 1849}
1806
1807 1850
1808/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
1809 * function. 1852 * function.
1810 */ 1853 */
1854int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1855cast_light (object *op, object *caster, object *spell, int dir)
1856{
1812 object *target=NULL,*tmp=NULL; 1857 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1858 sint16 x, y;
1814 int dam, mflags; 1859 int dam, mflags;
1815 mapstruct *m; 1860 maptile *m;
1816 1861
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1863
1819 if(!dir) { 1864 if (dir)
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1821 return 0;
1822 } 1865 {
1823
1824 x=op->x+freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1826 m = op->map; 1868 m = op->map;
1827 1869
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1871
1830 if (mflags & P_OUT_OF_MAP) { 1872 if (mflags & P_OUT_OF_MAP)
1873 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1875 return 0;
1833 } 1876 }
1834 1877
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1836 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)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1882 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head; 1884 if (target->head)
1885 target = target->head;
1886
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1842 } 1889 }
1843 } 1890 }
1844 1891
1845 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1846 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 {
1847 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.");
1848 return 0; 1896 return 0;
1897 }
1849 } 1898 }
1850 1899
1851 /* 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 */
1852 tmp=arch_to_object(spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1902 if (!tmp)
1903 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1905 return 0;
1856 } 1906 }
1907
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1858 if (tmp->glow_radius) { 1910 if (tmp->glow_radius)
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1911 tmp->set_glow_radius (
1860 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)
1861 } 1913 );
1862 tmp->x=x; 1914
1863 tmp->y=y; 1915 if (dir)
1864 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
1865 return 1; 1920 return 1;
1866} 1921}
1867
1868
1869
1870 1922
1871/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1872 * player and infects someone. 1924 * player and infects someone.
1873 * 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
1874 * 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
1875 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
1876 */ 1928 */
1877 1929int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
1931{
1879 sint16 x,y; 1932 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1934 object *walk;
1882 mapstruct *m; 1935 maptile *m;
1883 1936
1884 x = op->x; 1937 x = op->x;
1885 y = op->y; 1938 y = op->y;
1886 1939
1887 /* 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
1888 * direction the player is pointing. 1941 * direction the player is pointing.
1889 */ 1942 */
1943 if (!dir)
1890 if (!dir) dir=op->facing; 1944 dir = op->facing;
1945
1946 if (!dir)
1891 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 */
1892 1948
1893 /* Calculate these once here */ 1949 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 1951 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 1952 dur_mod = SP_level_duration_adjust (caster, spell);
1897 1953
1898 /* search in a line for a victim */ 1954 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 1955 for (i = 1; i < range; i++)
1956 {
1900 x = op->x + i * freearr_x[dir]; 1957 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 1958 y = op->y + i * freearr_y[dir];
1902 m = op->map; 1959 m = op->map;
1903 1960
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 1961 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 1962
1906 if (mflags & P_OUT_OF_MAP) return 0; 1963 if (mflags & P_OUT_OF_MAP)
1964 return 0;
1907 1965
1908 /* don't go through walls - presume diseases are airborne */ 1966 /* don't go through walls - presume diseases are airborne */
1909 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;
1910 1969
1911 /* 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 */
1912 if (mflags & P_IS_ALIVE) { 1971 if (mflags & P_IS_ALIVE)
1972 {
1913 /* search this square for a victim */ 1973 /* search this square for a victim */
1914 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)
1915 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 */
1916 object *disease = arch_to_object(spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
1917 1978
1918 set_owner(disease,op); 1979 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 1982 disease->level = casting_level (caster, spell);
1922 1983
1923 /* do level adjustments */ 1984 /* do level adjustments */
1924 if(disease->stats.wc) 1985 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 1986 disease->stats.wc += dur_mod / 2;
1926 1987
1927 if(disease->magic> 0) 1988 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 1989 disease->magic += dur_mod / 8;
1929 1990
1930 if(disease->stats.maxhp>0) 1991 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
1932 1993
1933 if(disease->stats.maxgrace>0) 1994 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 1995 disease->stats.maxgrace += dur_mod;
1935 1996
1936 if(disease->stats.dam) { 1997 if (disease->stats.dam)
1937 if(disease->stats.dam > 0) 1998 {
1938 disease->stats.dam += dam_mod; 1999 if (disease->stats.dam > 0)
1939 else disease->stats.dam -= dam_mod; 2000 disease->stats.dam += dam_mod;
1940 } 2001 else
2002 disease->stats.dam -= dam_mod;
2003 }
1941 2004
1942 if(disease->last_sp) { 2005 if (disease->last_sp)
1943 disease->last_sp -= 2*dam_mod; 2006 {
1944 if(disease->last_sp <1) disease->last_sp = 1; 2007 disease->last_sp -= 2 * dam_mod;
1945 } 2008 if (disease->last_sp < 1)
2009 disease->last_sp = 1;
2010 }
1946 2011
1947 if(disease->stats.maxsp) { 2012 if (disease->stats.maxsp)
1948 if(disease->stats.maxsp > 0) 2013 {
1949 disease->stats.maxsp += dam_mod; 2014 if (disease->stats.maxsp > 0)
1950 else disease->stats.maxsp -= dam_mod; 2015 disease->stats.maxsp += dam_mod;
1951 } 2016 else
1952 2017 disease->stats.maxsp -= dam_mod;
2018 }
2019
1953 if(disease->stats.ac) 2020 if (disease->stats.ac)
1954 disease->stats.ac += dam_mod; 2021 disease->stats.ac += dam_mod;
1955 2022
1956 if(disease->last_eat) 2023 if (disease->last_eat)
1957 disease->last_eat -= dam_mod; 2024 disease->last_eat -= dam_mod;
1958 2025
1959 if(disease->stats.hp) 2026 if (disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2027 disease->stats.hp -= dam_mod;
1961 2028
1962 if(disease->stats.sp) 2029 if (disease->stats.sp)
1963 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
1964 2031
1965 if(infect_object(walk,disease,1)) { 2032 if (infect_object (walk, disease, 1))
1966 object *flash; /* visual effect for inflicting disease */ 2033 {
1967
1968 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);
1969 2035
1970 free_object(disease); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1972 flash->x = x; 2038 return 1;
1973 flash->y = y; 2039 }
1974 flash->map = walk->map; 2040
1975 insert_ob_in_map(flash,walk->map,op,0); 2041 disease->destroy ();
1976 return 1; 2042 }
1977 } 2043 } /* if living creature */
1978 free_object(disease); 2044 } /* for range of spaces */
1979 } 2045
1980 } /* if living creature */
1981 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2047 return 1;
1984} 2048}

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