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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42static void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 44{
52 int weight_move; 45 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 47
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 48 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 50 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 51 return;
58 }else{ 52 }
53 else
54 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 57 }
62 58
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 60 {
65 int num_sections = 1; 61 int num_sections = 1;
66 62
67 /* don't move DM */ 63 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 65 return;
70 66
71 /* don't move parts of objects */ 67 /* don't move parts of objects */
72 if(tmp->head) continue; 68 if (tmp->head)
69 continue;
73 70
74 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
83 */ 82 */
84 83
85 /* surface area? -tm */ 84 /* surface area? -tm */
86 85
87 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
89 88
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* move it. */
91 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
93 * also be safe for objects. 93 * also be safe for objects.
94 * This does return if successful or not, but 94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
96 * right now. 96 * right now.
97 */ 97 */
98 move_object(tmp, absdir(op->stats.sp)); 98 move_object (tmp, absdir (op->stats.sp));
99 } 99 }
100 100
101 } 101 }
102} 102}
103 103
104/*************************************************************************** 104/***************************************************************************
105 * 105 *
106 * BOLT CODE 106 * BOLT CODE
107 * 107 *
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113 113static void
114void forklightning(object *op, object *tmp) { 114forklightning (object *op, object *tmp)
115{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 118 maptile *m;
118 sint16 sx,sy; 119 sint16 sx, sy;
119 object *new_bolt; 120 object *new_bolt;
120 121
121 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 124 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 125 * down to 0 for one going 90 degrees left off original path
125 */ 126 */
126 127
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 128 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 129 new_dir = -1;
129 130
130 /* check the new dir for a wall and in the map*/ 131 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
132 133
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 134 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 135 return;
135 return;
136 136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 138 return;
139 139
140 /* OK, we made a fork */ 140 /* OK, we made a fork */
141 new_bolt = get_object(); 141 new_bolt = tmp->clone ();
142 142
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 153 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 156 update_turn_face (new_bolt);
160} 157}
161 158
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
164 */ 161 */
165 162void
166void move_bolt(object *op) { 163move_bolt (object *op)
167 object *tmp; 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 mapstruct *m; 167 maptile *m;
171 168
172 if(--(op->duration)<0) { 169 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 170 {
171 op->drop_and_destroy ();
172 return;
173 }
174
177 hit_map(op,0,op->attacktype,1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
179 if(!op->direction) 177 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 178 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 179
250 /* New forking code. Possibly create forks of this object 180 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 181 op->range = 0;
261 } /* copy object and move it along */ 182 else
262 } /* if move bolt along */ 183 {
184 x = op->x + DIRX (op);
185 y = op->y + DIRY (op);
186 m = op->map;
187 mflags = get_map_flags (m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP)
190 return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
198 {
199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if (op->direction & 1)
211 op->direction = absdir (op->direction + 4);
212 else
213 {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
226
227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230
231 if (left == right)
232 op->direction = absdir (op->direction + 4);
233 else if (left)
234 op->direction = absdir (op->direction + 2);
235 else if (right)
236 op->direction = absdir (op->direction - 2);
237 }
238
239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
240 return;
241 }
242 else
243 { /* Create a copy of this object and put it ahead */
244 object *tmp = op->clone ();
245
246 m->insert (tmp, x, y, op);
247 tmp->speed_left = -0.1f;
248 /* To make up for the decrease at the top of the function */
249 tmp->duration++;
250
251 /* New forking code. Possibly create forks of this object
252 * going off in other directions.
253 */
254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */
256
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0;
261 } /* copy object and move it along */
262 } /* if move bolt along */
263} 263}
264 264
265/* fire_bolt 265/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 266 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 267 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 269 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
271 * pointers. 271 * pointers.
272 */ 272 */
273 273int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
275{
275 object *tmp=NULL; 276 object *tmp = NULL;
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp=arch_to_object(spob->other_arch); 282 tmp = spob->other_arch->instance ();
282 if(tmp==NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 289
290 if (spob->slaying)
291 tmp->slaying = spob->slaying;
292
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
293 297
294 tmp->direction=dir; 298 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
297 301
298 set_owner(tmp,op); 302 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
300 304
301 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 307 tmp->map = op->map;
304 308
309 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 312 {
313 tmp->drop_and_destroy ();
314 return 0;
315 }
316
317 tmp->map = newmap;
318
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 322 {
323 tmp->drop_and_destroy ();
313 return 0; 324 return 0;
314 } 325 }
315 tmp->x=op->x; 326
316 tmp->y=op->y; 327 tmp->x = op->x;
328 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 329 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 330 tmp->map = op->map;
319 } 331 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 334 move_bolt (tmp);
335
322 return 1; 336 return 1;
323} 337}
324
325
326 338
327/*************************************************************************** 339/***************************************************************************
328 * 340 *
329 * BULLET/BALL CODE 341 * BULLET/BALL CODE
330 * 342 *
331 ***************************************************************************/ 343 ***************************************************************************/
332 344
333/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 347 * At least that is what I think this does.
336 */ 348 */
349void
337void explosion(object *op) { 350explosion (object *op)
338 object *tmp; 351{
339 mapstruct *m=op->map; 352 maptile *m = op->map;
340 int i; 353 int i;
341 354
342 if(--(op->duration)<0) { 355 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 356 {
357 op->destroy ();
358 return;
359 }
360
347 hit_map(op,0,op->attacktype,0); 361 hit_map (op, 0, op->attacktype, 0);
348 362
349 if(op->range>0) { 363 if (op->range > 0)
350 for(i=1;i<9;i++) { 364 {
365 for (i = 1; i < 9; i++)
366 {
351 sint16 dx,dy; 367 sint16 dx, dy;
352 368
353 dx=op->x+freearr_x[i]; 369 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
355 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 373 * out of map, etc.
357 */ 374 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 376 {
360 copy_object(op,tmp); 377 object *tmp = op->clone ();
361 tmp->state=0; 378
362 tmp->speed_left= -0.21; 379 tmp->state = 0;
363 tmp->range--; 380 tmp->speed_left = -0.21f;
364 tmp->value=0; 381 tmp->range--;
365 tmp->x=dx; 382 tmp->value = 0;
366 tmp->y=dy; 383
367 insert_ob_in_map(tmp,m,op,0); 384 m->insert (tmp, dx, dy, op);
385 }
386 }
368 } 387 }
369 }
370 }
371} 388}
372
373 389
374/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
376 * explode. 392 * explode.
377 */ 393 */
394static void
378void explode_bullet(object *op) 395explode_bullet (object *op)
379{ 396{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 397 object *tmp, *owner;
382 398
383 if (op->other_arch == NULL) { 399 if (!op->other_arch)
400 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 402 op->destroy ();
386 free_object (op); 403 return;
387 return;
388 } 404 }
389 405
390 if (op->env) { 406 if (op->env)
391 object *env; 407 {
408 object *env = op->outer_env ();
392 409
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 410 if (!env->map || out_of_map (env->map, env->x, env->y))
411 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 413 op->destroy ();
397 free_object (op);
398 return; 414 return;
399 } 415 }
400 remove_ob (op); 416
401 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 418 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 419 else if (out_of_map (op->map, op->x, op->y))
420 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 422 op->destroy ();
407 free_object (op); 423 return;
408 return; 424 }
425
426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
427 // NOTE: If this breaks something important: remove this. I can't think of anything
428 // bad at the moment that might happen from this.
429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 430 {
431 op->destroy ();
432 return;
433 }
410 434
411 if (op->attacktype) { 435 if (op->attacktype)
436 {
412 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 438
439 if (op->destroyed ())
414 return; 440 return;
415 } 441 }
416 442
417 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
419 445
420 copy_owner (tmp, op); 446 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 448
424 owner = get_owner(op); 449 owner = op->owner;
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450
451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
426 !tailor_god_spell(tmp, owner)) { 454 && !tailor_god_spell (tmp, owner))
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 455 {
431 tmp->x = op->x; 456 op->destroy ();
432 tmp->y = op->y; 457 return;
458 }
433 459
434 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462 {
436 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 464 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 465 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 466 tmp->duration = op->duration;
440 } else { 467 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 468 else
469 {
470 if (op->attacktype & AT_MAGIC)
471 tmp->attacktype |= AT_MAGIC;
472
442 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
446 /* Used for spell tracking - just need a unique val for this spell - 477 /* Used for spell tracking - just need a unique val for this spell -
447 * the count of the parent should work fine. 478 * the count of the parent should work fine.
448 */ 479 */
449 tmp->stats.maxhp = op->count; 480 tmp->stats.maxhp = op->count;
450 } 481 }
451 482
452 /* Set direction of cone explosion */ 483 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 484 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
455 486
456 /* Prevent recursion */ 487 /* Prevent recursion */
457 op->move_on = 0; 488 op->move_on = 0;
458 489
459 insert_ob_in_map(tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
460 /* remove the firebullet */ 493 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
462 remove_ob (op);
463 free_object (op);
464 }
465} 495}
466
467
468 496
469/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
470 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
471 */ 499 */
472 500void
473void check_bullet(object *op) 501check_bullet (object *op)
474{ 502{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 503 object *tmp;
477 int dam, mflags; 504 int dam, mflags;
478 mapstruct *m; 505 maptile *m;
479 sint16 sx, sy; 506 sint16 sx, sy;
480 507
481 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
482 509
483 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
484 return; 511 return;
485 512
486 if (op->other_arch) { 513 if (op->other_arch)
514 {
487 /* explode object will also remove op */ 515 /* explode object will also remove op */
488 explode_bullet (op); 516 explode_bullet (op);
489 return; 517 return;
490 } 518 }
491 519
492 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
493 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
494 523
495 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
496 { 525 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 527 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529
501 || (op->stats.dam -= dam) < 0) 530 // TODO: can't understand the following if's
531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
502 { 532 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 534 {
505 free_object(op); 535 op->destroy ();
506 return; 536 return;
507 } 537 }
508 } 538 }
509 } 539 }
510 } 540 }
511} 541}
512
513 542
514/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 544 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
518 */ 547 */
519 548void
520void move_bullet(object *op) 549move_bullet (object *op)
521{ 550{
522 sint16 new_x, new_y;
523 int mflags;
524 mapstruct *m;
525
526#if 0 551#if 0
527 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
528 553
529 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
532 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
534 return; 560 return;
535 } /* end addition. */ 561 } /* end addition. */
536#endif 562#endif
537 563
538 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
540 if (op->other_arch) { 567 if (op->other_arch)
541 explode_bullet (op); 568 explode_bullet (op);
542 } else { 569 else
543 remove_ob (op); 570 op->destroy ();
544 free_object (op); 571
545 }
546 return; 572 return;
573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
547 } 579 {
548 580 op->destroy ();
549 new_x = op->x + DIRX(op);
550 new_y = op->y + DIRY(op);
551 m = op->map;
552 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
553
554 if (mflags & P_OUT_OF_MAP) {
555 remove_ob (op);
556 free_object (op);
557 return; 581 return;
582 }
583
584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
558 } 589 {
559
560 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
561 if (op->other_arch) { 590 if (op->other_arch)
562 explode_bullet (op); 591 explode_bullet (op);
563 } else { 592 else
564 remove_ob (op); 593 op->destroy ();
565 free_object (op); 594
566 }
567 return; 595 return;
568 } 596 }
569 597
570 remove_ob (op); 598 if (!(op = pos.insert (op, op)))
571 op->x = new_x;
572 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
574 return; 599 return;
575 600
576 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
577 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 604 update_turn_face (op);
579 } else { 605 }
606 else
580 check_bullet (op); 607 check_bullet (op);
581 }
582} 608}
583
584
585
586 609
587/* fire_bullet 610/* fire_bullet
588 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
589 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
590 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
591 * spob->attacktype. 614 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
593 * pointers. 616 * pointers.
594 */ 617 */
595 618int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
597 object *tmp=NULL; 621 object *tmp = NULL;
598 int mflags; 622 int mflags;
599 623
600 if (!spob->other_arch) 624 if (!spob->other_arch)
601 return 0; 625 return 0;
602 626
603 tmp=arch_to_object(spob->other_arch); 627 tmp = spob->other_arch->instance ();
604 if(tmp==NULL) 628 if (!tmp)
605 return 0; 629 return 0;
606 630
607 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
608 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
609 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
611 636
612 tmp->range = 50; 637 tmp->range = 50;
613 638
614 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
618 643
619 tmp->direction=dir; 644 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
622 647
623 set_owner(tmp,op); 648 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
625 650
626 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 653 tmp->map = op->map;
629 654
655 maptile *newmap;
630 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
631 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 658 {
659 tmp->destroy ();
660 return 0;
661 }
662
663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
635 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
679 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 681 {
682 tmp->destroy ();
638 return 0; 683 return 0;
639 } 684 }
640 tmp->x=op->x; 685
641 tmp->y=op->y; 686 tmp->x = op->x;
687 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 688 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 689 tmp->map = op->map;
644 } 690 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 691
692 if ((tmp = tmp->insert_at (tmp, op)))
646 check_bullet (tmp); 693 check_bullet (tmp);
647 } 694
648 return 1; 695 return 1;
649} 696}
650
651
652
653 697
654/***************************************************************************** 698/*****************************************************************************
655 * 699 *
656 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
657 * 701 *
658 *****************************************************************************/ 702 *****************************************************************************/
659 703
660
661/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
705static void
662void cone_drop(object *op) { 706cone_drop (object *op)
663 object *new_ob = arch_to_object(op->other_arch); 707{
708 object *new_ob = op->other_arch->instance ();
664 709
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level; 710 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 711 new_ob->set_owner (op->owner);
669 712
670 /* preserve skill ownership */ 713 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 714 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill); 715 new_ob->skill = op->skill;
673 new_ob->skill = add_refcount(op->skill); 716
674 } 717 new_ob->insert_at (op, op);
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677} 718}
678 719
679/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
680 721
722void
681void move_cone(object *op) { 723move_cone (object *op)
682 int i; 724{
683 tag_t tag;
684
685 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
686 if (! op->map) { 726 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 } 727 {
728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
729 op->set_speed (0);
730 return;
731 }
693 732
694 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 734 if (QUERY_FLAG (op, FLAG_LIFESAVE))
735 {
696 hit_map(op,0,op->attacktype,0); 736 hit_map (op, 0, op->attacktype, 0);
697 return; 737 return;
698 } 738 }
699 739
700#if 0 740#if 0
701 /* Disable this - enabling it makes monsters easier, as 741 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 742 * when their cone dies when they die.
703 */ 743 */
704 /* If no owner left, the spell dies out. */ 744 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 745 if (op->owner == NULL)
706 remove_ob(op); 746 {
707 free_object(op); 747 op->destroy ();
708 return; 748 return;
709 } 749 }
710#endif 750#endif
711 751
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 752 hit_map (op, 0, op->attacktype, 0);
714 753
754 if (!op->is_on_map ())
755 return;
756
715 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
717 * degree. 759 * degree.
718 */ 760 */
761 if (op->weight)
762 {
719 if(op->weight) check_spell_knockback(op); 763 check_spell_knockback (op);
720 764
721 if (was_destroyed (op, tag)) 765 if (!op->is_on_map ())
722 return; 766 return;
767 }
723 768
724 if((op->duration--)<0) { 769 if (op->duration-- < 0)
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 770 {
771 op->destroy ();
772 return;
773 }
729 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 775 * any further. When the duration above expires,
731 * then the object will get removed. 776 * then the object will get removed.
732 */ 777 */
733 if (--op->range < 0) { 778 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 779 {
780 op->range = 0; /* just so it doesn't wrap */
781 return;
782 }
737 783
738 for(i= -1;i<2;i++) { 784 for (int i = -1; i <= 1; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 785 {
740 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
741 787
742 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
743 object *tmp=get_object(); 789 {
744 copy_object(op, tmp); 790 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 791
748 tmp->duration = op->duration + 1; 792 tmp->duration = op->duration + 1;
749 793
750 /* Use for spell tracking - see ok_to_put_more() */ 794 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 795 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 796
753 if (tmp->other_arch) cone_drop(tmp); 797 op->map->insert (tmp, x, y, op);
754 } 798
799 if (tmp->other_arch)
800 cone_drop (tmp);
801 }
755 } 802 }
756} 803}
757 804
758/* cast_cone: casts a cone spell. 805/* cast_cone: casts a cone spell.
759 * op: person firing the object. 806 * op: person firing the object.
761 * dir: direction to fire in. 808 * dir: direction to fire in.
762 * spell: spell that is being fired. It uses other_arch for the archetype 809 * spell: spell that is being fired. It uses other_arch for the archetype
763 * to fire. 810 * to fire.
764 * returns 0 on failure, 1 on success. 811 * returns 0 on failure, 1 on success.
765 */ 812 */
813int
766int cast_cone(object *op, object *caster,int dir, object *spell) 814cast_cone (object *op, object *caster, int dir, object *spell)
767{ 815{
768 object *tmp; 816 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 817 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 818 maptile *m;
771 sint16 sx, sy; 819 sint16 sx, sy;
772 MoveType movetype; 820 MoveType movetype;
773 821
774 if (!spell->other_arch) return 0; 822 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 823 return 0;
824
825 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
828 return 0;
829 }
782 830
783 if(!dir) { 831 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 832 {
833 range_min = 0;
834 range_max = 8;
835 }
787 836
788 /* Need to know what the movetype of the object we are about 837 /* Need to know what the movetype of the object we are about
789 * to create is, so we can know if the space we are about to 838 * to create is, so we can know if the space we are about to
790 * insert it into is blocked. 839 * insert it into is blocked.
791 */ 840 */
792 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
793 842
794 for(i=range_min;i<=range_max;i++) { 843 for (i = range_min; i <= range_max; i++)
795 sint16 x,y, d; 844 {
845 sint16 x, y;
796 846
797 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
798 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
799 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 850 * to hit that person.
801 */ 851 */
802 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
803 while (d < 0) d+=8;
804 while (d > 8) d-=8;
805 853
806 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
807 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 858 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 859 * for the rune code.
812 */ 860 */
813 if (caster->type != RUNE && d==0) { 861 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 862 {
815 else continue; 863 if (dir != 0)
816 } 864 d = 8;
865 else
866 continue;
867 }
817 868
818 x = op->x+freearr_x[d]; 869 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 870 y = op->y + freearr_y[d];
820 871
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 872 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 873 continue;
823 874
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 876 continue;
826 877
827 success=1; 878 success = 1;
828 tmp=arch_to_object(spell->other_arch); 879 tmp = spell->other_arch->instance ();
829 set_owner(tmp,op); 880 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 883 tmp->attacktype = spell->attacktype;
835 884
836 /* holy word stuff */ 885 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 887 if (!tailor_god_spell (tmp, op))
839 } 888 return 0;
840 889
841 if(dir) 890 if (dir)
842 tmp->stats.sp=dir; 891 tmp->stats.sp = dir;
843 else 892 else
844 tmp->stats.sp=i; 893 tmp->stats.sp = i;
845 894
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 895 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 896
848 /* If casting it in all directions, it doesn't go as far */ 897 /* If casting it in all directions, it doesn't go as far */
849 if (dir == 0) { 898 if (dir == 0)
899 {
850 tmp->range /= 4; 900 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 901 if (tmp->range < 2 && spell->range >= 2)
852 } 902 tmp->range = 2;
903 }
904
853 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 905 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 906 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 907
856 /* Special bonus for fear attacks */ 908 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 909 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 910 {
859 else 911 if (caster->type == PLAYER)
912 tmp->duration += fear_bonus[caster->stats.Cha];
913 else
860 tmp->duration += caster->level/3; 914 tmp->duration += caster->level / 3;
861 } 915 }
916
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 917 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 918 {
864 else 919 if (caster->type == PLAYER)
920 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
921 else
865 tmp->duration += caster->level/3; 922 tmp->duration += caster->level / 3;
866 } 923 }
867 924
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
870 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 926 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
871 spell->other_arch->name);
872 927
873 if (!tmp->move_on && tmp->stats.dam) { 928 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
875 "cast_cone(): arch %s doesn't have move_on set\n",
876 spell->other_arch->name);
877 }
878 insert_ob_in_map(tmp,m,op,0);
879 930
931 m->insert (tmp, sx, sy, op);
932
880 /* This is used for tracking spells so that one effect doesn't hit 933 /* This is used for tracking spells so that one effect doesn't hit
881 * a single space too many times. 934 * a single space too many times.
882 */ 935 */
883 tmp->stats.maxhp = tmp->count; 936 tmp->stats.maxhp = tmp->count;
884 937
885 if(tmp->other_arch) cone_drop(tmp); 938 if (tmp->other_arch)
939 cone_drop (tmp);
886 } 940 }
941
887 return success; 942 return success;
888} 943}
889 944
890/**************************************************************************** 945/****************************************************************************
891 * 946 *
892 * BOMB related code 947 * BOMB related code
893 * 948 *
894 ****************************************************************************/ 949 ****************************************************************************/
895 950
896
897/* This handles an exploding bomb. 951/* This handles an exploding bomb.
898 * op is the original bomb object. 952 * op is the original bomb object.
899 */ 953 */
954void
900void animate_bomb(object *op) { 955animate_bomb (object *op)
901 int i; 956{
902 object *env, *tmp;
903 archetype *at;
904
905 if(op->state!=NUM_ANIMATIONS(op)-1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return;
907
908 env = object_get_env_recursive(op);
909
910 if (op->env) {
911 if (env->map == NULL)
912 return;
913
914 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count);
916
917 remove_ob(op);
918 op->x = env->x;
919 op->y = env->y;
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
921 return; 958 return;
959
960 object *env = op->outer_env ();
961
962 if (op->env)
922 } 963 {
964 if (!env->map)
965 return;
923 966
967 if (!(op = op->insert_at (env, op)))
968 return;
969 }
970
971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
972 // on a safe map. I don't like this special casing, but it seems to be neccessary
973 // as bombs can be carried.
974 if (op->ms ().flags () & P_SAFE)
975 {
976 op->destroy ();
977 return;
978 }
979
924 /* This copies a lot of the code from the fire bullet, 980 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 982 * so just set up the appropriate values.
927 */ 983 */
928 at = find_archetype(SPLINT); 984 if (archetype *at = archetype::find (SPLINT))
929 if (at) { 985 {
930 for(i=1;i<9;i++) { 986 for (int i = 1; i < 9; i++)
987 {
931 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
932 continue; 989 continue;
933 tmp = arch_to_object(at); 990
991 object *tmp = at->instance ();
934 tmp->direction = i; 992 tmp->direction = i;
935 tmp->range = op->range; 993 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 995 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 997 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 998 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 999 tmp->skill = op->skill;
942 tmp->skill = add_refcount(op->skill); 1000
1001 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1002 SET_ANIMATION (tmp, i);
1003
1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1005 move_bullet (tmp);
1006 }
943 } 1007 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i);
946 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0);
949 move_bullet(tmp);
950 }
951 }
952 1008
953 explode_bullet(op); 1009 explode_bullet (op);
954} 1010}
955 1011
1012int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1013create_bomb (object *op, object *caster, int dir, object *spell)
957 1014{
958 object *tmp; 1015 object *tmp;
959 int mflags; 1016 int mflags;
960 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
961 mapstruct *m; 1018 maptile *m;
962 1019
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
964 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1029 {
965 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
966 return 0; 1031 return 0;
1032 }
967 } 1033 }
968 tmp=arch_to_object(spell->other_arch);
969 1034
1035 tmp = spell->other_arch->instance ();
1036
970 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1041 tmp->attacktype = spell->attacktype;
975 1042
976 set_owner(tmp,op); 1043 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1044 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1045
979 tmp->y=dy; 1046 m->insert (tmp, dx, dy, op);
980 insert_ob_in_map(tmp,m,op,0);
981 return 1; 1047 return 1;
982} 1048}
983 1049
984/**************************************************************************** 1050/****************************************************************************
985 * 1051 *
986 * smite related spell code. 1052 * smite related spell code.
994 * dir is the direction to look in. 1060 * dir is the direction to look in.
995 * range is how far out to look. 1061 * range is how far out to look.
996 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
997 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
998 */ 1064 */
999 1065static object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1066get_pointed_target (object *op, int dir, int range, int type)
1067{
1001 object *target; 1068 object *target;
1002 sint16 x,y; 1069 sint16 x, y;
1003 int dist, mflags; 1070 int dist, mflags;
1004 mapstruct *mp; 1071 maptile *mp;
1005 1072
1006 if (dir==0) return NULL; 1073 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1074 return NULL;
1028}
1029 1075
1076 for (dist = 1; dist < range; dist++)
1077 {
1078 x = op->x + freearr_x[dir] * dist;
1079 y = op->y + freearr_y[dir] * dist;
1080 mp = op->map;
1081 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1082
1083 if (mflags & P_OUT_OF_MAP)
1084 return NULL;
1085 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1086 return NULL;
1087 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1088 return NULL;
1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1090 return NULL;
1091
1092 if (mflags & P_IS_ALIVE)
1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1094 if (QUERY_FLAG (target, FLAG_MONSTER))
1095 return target;
1096 }
1097
1098 return NULL;
1099}
1030 1100
1031/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1033 * usual params - 1103 * usual params -
1034 * op = player 1104 * op = player
1035 * caster = object casting the spell. 1105 * caster = object casting the spell.
1036 * dir = direction being cast 1106 * dir = direction being cast
1037 * spell = spell object 1107 * spell = spell object
1038 */ 1108 */
1039 1109int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1111{
1041 object *effect, *target; 1112 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1113 object *god = find_god (determine_god (op));
1043 int range; 1114 int range;
1044 1115
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1116 range = spell->range + SP_level_range_adjust (caster, spell);
1046 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1117 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1047 1118
1048 /* Bunch of conditions for casting this spell. Note that only 1119 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1120 * require a god if this is a cleric spell (requires grace).
1050 * This makes this spell much more general purpose - it can be used 1121 * This makes this spell much more general purpose - it can be used
1051 * by wizards also, which is good, because I think this is a very 1122 * by wizards also, which is good, because I think this is a very
1052 * interesting spell. 1123 * interesting spell.
1053 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1054 * can't be friendly to your god. 1125 * can't be friendly to your god.
1055 */ 1126 */
1056 1127
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1058 ||(!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1131 || (god && target->title == god->name)
1060 ||(target->race && god && strstr(target->race,god->race))) { 1132 || (god && target->race.contains (god->race)))
1133 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1135 return 0;
1063 } 1136 }
1064 1137
1065 if (spell->other_arch) 1138 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1139 effect = spell->other_arch->instance ();
1067 else 1140 else
1068 return 0; 1141 return 0;
1069 1142
1070 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 {
1074 if(tailor_god_spell(effect,op)) 1148 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1150 else
1151 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1153 return 0;
1080 } 1154 }
1081 } 1155 }
1082 1156
1083 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1084 effect->range=spell->range + 1158 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1159 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1160
1089 if (effect->attacktype & AT_DEATH) { 1161 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1162 {
1091 SP_level_dam_adjust(caster,spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1164
1093 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1166 if (QUERY_FLAG (target, FLAG_UNDEAD))
1167 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1168 if (random_roll (0, 2, op, PREFER_LOW))
1169 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1171 effect->x = op->x;
1098 effect->y=op->y; 1172 effect->y = op->y;
1099 } else { 1173 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1174 else
1101 query_name(target)); 1175 {
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1177 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1178 effect->destroy ();
1104 return 0; 1179 return 0;
1180 }
1181 }
1105 } 1182 }
1106 } 1183 else
1107 } else { 1184 {
1108 /* how much woe to inflict :) */ 1185 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1186 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1187 }
1112 1188
1113 set_owner(effect,op); 1189 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1115 1191
1116 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1193 effect->insert_at (target, op);
1118 effect->y=target->y; 1194
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1; 1195 return 1;
1122} 1196}
1123
1124 1197
1125/**************************************************************************** 1198/****************************************************************************
1126 * 1199 *
1127 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1128 * note that the fire_bullet is used to fire the missile. The 1201 * note that the fire_bullet is used to fire the missile. The
1129 * code here is just to move the missile. 1202 * code here is just to move the missile.
1130 ****************************************************************************/ 1203 ****************************************************************************/
1131 1204
1132/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1206void
1133void move_missile(object *op) { 1207move_missile (object *op)
1134 int i, mflags; 1208{
1135 object *owner;
1136 sint16 new_x, new_y;
1137 mapstruct *m;
1138
1139 if (op->range-- <=0) { 1209 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1144 1214
1145 owner = get_owner(op); 1215 mapxy pos (op);
1146#if 0 1216 pos.move (op->direction);
1147 /* It'd make things nastier if this wasn't here - spells cast by 1217
1148 * monster that are then killed would continue to survive 1218 if (!pos.normalise ())
1149 */
1150 if (owner == NULL) {
1151 remove_ob(op);
1152 free_object(op);
1153 return;
1154 } 1219 {
1155#endif 1220 op->destroy ();
1221 return;
1222 }
1156 1223
1157 new_x = op->x + DIRX(op); 1224 mapspace &ms = pos.ms ();
1158 new_y = op->y + DIRY(op);
1159 1225
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1161 1227 {
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1164 tag_t tag = op->count;
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1167 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1168 */ 1231 */
1169 if ( ! was_destroyed (op, tag)) { 1232 op->destroy ();
1170 remove_ob (op); 1233 return;
1171 free_object(op); 1234 }
1172 } 1235
1173 return; 1236 if (!op->direction)
1174 } 1237 {
1175 1238 op->destroy ();
1176 remove_ob(op); 1239 return;
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1178 free_object(op);
1179 return;
1180 } 1240 }
1181 op->x = new_x; 1241
1182 op->y = new_y; 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1183 op->map = m;
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1185 if(i > 0 && i != op->direction){ 1243 if (i > 0 && i != op->direction)
1244 {
1186 op->direction=i; 1245 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1188 } 1247 }
1189 insert_ob_in_map(op,op->map,op,0); 1248
1249 pos.insert (op, op);
1190} 1250}
1191 1251
1192/**************************************************************************** 1252/****************************************************************************
1193 * Destruction 1253 * Destruction
1194 ****************************************************************************/ 1254 ****************************************************************************/
1255
1195/* make_object_glow() - currently only makes living objects glow. 1256/* make_object_glow() - currently only makes living objects glow.
1196 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1197 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1200 */ 1261 */
1201 1262static int
1202int make_object_glow(object *op, int radius, int time) { 1263make_object_glow (object *op, int radius, int time)
1203 object *tmp; 1264{
1204
1205 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1267 return 0;
1208 1268
1209 tmp=get_archetype(FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1271 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1214 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII;
1216
1217 tmp->x=op->x;
1218 tmp->y=op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1221 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1223 1278
1224 if(!tmp->env||op!=tmp->env) {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1226 op->name);
1227 return 0;
1228 }
1229 return 1; 1279 return 1;
1230} 1280}
1231 1281
1232 1282int
1233
1234
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1283cast_destruction (object *op, object *caster, object *spell_ob)
1236 int i,j, range, mflags, friendly=0, dam, dur; 1284{
1237 sint16 sx,sy;
1238 mapstruct *m;
1239 object *tmp;
1240 const char *skill;
1241
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1246 1288
1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1290
1247 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route.
1252 */ 1293 */
1253 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1296 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1298 else if (caster->skill)
1299 op->skill = caster->skill;
1300 else
1256 else op->skill = NULL; 1301 op->skill = 0;
1257 1302
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1259 1304
1260 for(i= -range; i<range; i++) { 1305 unordered_mapwalk (op, -range, -range, range, range)
1261 for(j=-range; j<range ; j++) { 1306 {
1262 m = op->map; 1307 mapspace &ms = m->at (nx, ny);
1263 sx = op->x + i; 1308
1264 sy = op->y + j;
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue;
1267 if (mflags & P_IS_ALIVE) { 1309 if (ms.flags () & P_IS_ALIVE)
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1311 {
1270 } 1312 next = tmp->above;
1271 if (tmp) {
1272 if (tmp->head) tmp=tmp->head;
1273 1313
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1315 {
1316 tmp = tmp->head_ ();
1317
1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1320 {
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1322 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1324
1279 tmp = arch_to_object(spell_ob->other_arch); 1325 if (spell_ob->other_arch)
1280 tmp->x = sx; 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1281 tmp->y = sy; 1327 }
1282 insert_ob_in_map(tmp, m, op, 0); 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1283 } 1329 {
1284 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1286 tmp->resist[ATNR_MAGIC]!=100) {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1288 object *effect = arch_to_object(spell_ob->other_arch); 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1289 effect->x = sx; 1332 }
1290 effect->y = sy; 1333 }
1291 insert_ob_in_map(effect, m, op, 0); 1334 }
1292 } 1335 }
1293 }
1294 }
1295 }
1296 } 1336 }
1297 } 1337
1298 }
1299 op->skill = skill; 1338 op->skill = skill;
1300 return 1; 1339 return 1;
1301} 1340}
1302 1341
1303/*************************************************************************** 1342/***************************************************************************
1304 * 1343 *
1305 * CURSE 1344 * CURSE
1306 * 1345 *
1307 ***************************************************************************/ 1346 ***************************************************************************/
1308 1347int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1349{
1310 object *god = find_god(determine_god(op)); 1350 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1351 object *tmp, *force;
1312 1352
1313 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1353 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1354 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1355 {
1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1357 return 0;
1358 }
1320 1359
1360 tmp = tmp->head_ ();
1361
1321 /* If we've already got a force of this type, don't add a new one. */ 1362 /* If we've already got a force of this type, don't add a new one. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1363 for (force = tmp->inv; force; force = force->below)
1364 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1366 {
1324 if (force->name == spell_ob->name) { 1367 if (force->name == spell_ob->name)
1325 break; 1368 {
1326 } 1369 break;
1370 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1371 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1372 {
1329 "You can not cast %s while %s is in effect", 1373 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1330 spell_ob->name, force->name_pl); 1374 return 0;
1331 return 0; 1375 }
1376 }
1332 } 1377 }
1333 } 1378
1379 if (!force)
1334 } 1380 {
1335
1336 if(force==NULL) {
1337 force=get_archetype(FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name); 1383
1340 if (spell_ob->race) 1384 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1385 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1386 else
1387 force->name = spell_ob->name;
1388
1389 force->name_pl = spell_ob->name;
1390
1391 }
1392 else
1393 {
1348 int duration; 1394 int duration;
1349 1395
1350 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1396 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 if (duration > force->duration) { 1397 if (duration > force->duration)
1398 {
1352 force->duration = duration; 1399 force->duration = duration;
1353 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1400 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1354 } else { 1401 }
1402 else
1355 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1356 } 1404
1357 return 1; 1405 return 1;
1358 } 1406 }
1407
1359 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1408 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 force->speed = 1.0; 1409 force->speed = 1.f;
1361 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1362 SET_FLAG(force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1363 1412
1364 if(god) { 1413 if (god)
1414 {
1365 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1416 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1417 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1418 force->path_denied = god->path_denied;
1369 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1419 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1370 "You are a victim of %s's curse!",god->name); 1420 }
1371 } else 1421 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1422 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1423
1374 1424
1375 if(tmp!=op && op->type==PLAYER) 1425 if (tmp != op && op->type == PLAYER)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1377 1427
1378 force->stats.ac = spell_ob->stats.ac; 1428 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1380 1430
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1432 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1433 tmp->update_stats ();
1434
1384 return 1; 1435 return 1;
1385
1386} 1436}
1387
1388 1437
1389/********************************************************************** 1438/**********************************************************************
1390 * mood change 1439 * mood change
1391 * Arguably, this may or may not be an attack spell. But since it 1440 * Arguably, this may or may not be an attack spell. But since it
1392 * effects monsters, it seems best to put it into this file 1441 * effects monsters, it seems best to put it into this file
1393 ***********************************************************************/ 1442 ***********************************************************************/
1394 1443
1395/* This covers the various spells that change the moods of monsters - 1444/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1445 * makes them angry, peacful, friendly, etc.
1397 */ 1446 */
1447int
1398int mood_change(object *op, object *caster, object *spell) { 1448mood_change (object *op, object *caster, object *spell)
1449{
1399 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1401 sint16 x, y, nx, ny;
1402 mapstruct *m;
1403 const char *race; 1452 const char *race;
1404 1453
1405 /* We precompute some values here so that we don't have to keep 1454 /* We precompute some values here so that we don't have to keep
1406 * doing it over and over again. 1455 * doing it over and over again.
1407 */ 1456 */
1408 god=find_god(determine_god(op)); 1457 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1458 level = casting_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1460
1412 /* On the bright side, no monster should ever have a race of GOD_... 1461 /* On the bright side, no monster should ever have a race of GOD_...
1413 * so even if the player doesn't worship a god, if race=GOD_.., it 1462 * so even if the player doesn't worship a god, if race=GOD_.., it
1414 * won't ever match anything. 1463 * won't ever match anything.
1415 */ 1464 */
1416 if (!spell->race) race=NULL; 1465 if (!spell->race)
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1466 race = NULL;
1418 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1468 race = god->slaying;
1469 else if (god && spell->race == shstr_GOD_FRIEND)
1470 race = god->race;
1471 else
1419 else race = spell->race; 1472 race = spell->race;
1473
1474 unordered_mapwalk (op, -range, -range, range, range)
1420 1475 {
1476 mapspace &ms = m->at (nx, ny);
1421 1477
1422 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) {
1424
1425 done_one=0;
1426 m = op->map;
1427 nx = x;
1428 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue;
1431
1432 /* If there is nothing living on this space, no need to go further */ 1478 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1479 if (!ms.flags () & P_IS_ALIVE)
1480 continue;
1434 1481
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1482 // players can only affect spaces that they can actually see
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1483 if (caster
1484 && caster->contr
1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1486 continue;
1437 1487
1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1489 if (tmp->flag [FLAG_MONSTER])
1490 break;
1491
1438 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1493 if (!tmp)
1494 continue;
1440 1495
1441 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1497 head = tmp->head_ ();
1443 else head=tmp;
1444 1498
1445 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1499 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1500 if (race && head->race && !strstr (race, head->race))
1501 continue;
1502
1447 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1504 continue;
1448 1505
1449 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1507 best_at = -1;
1451 if (spell->attacktype) { 1508 if (spell->attacktype)
1509 {
1452 for (at=0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1454 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1513 best_at = at;
1455 1514
1456 if (best_at == -1) at=0; 1515 if (best_at == -1)
1516 at = 0;
1457 else { 1517 else
1458 if (head->resist[best_at] == 100) continue;
1459 else at = head->resist[best_at] / 5;
1460 }
1461 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue;
1463 }
1464 else /* spell->attacktype */
1465 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469
1470 The chance will then be in the range [20-70] percent, not too bad.
1471
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster...
1474
1475 Ryo, august 14th
1476 */
1477 { 1518 {
1478 if ( head->level > level ) continue; 1519 if (head->resist[best_at] == 100)
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1480 /* Failed, no effect */
1481 continue; 1520 continue;
1521 else
1522 at = head->resist[best_at] / 5;
1482 } 1523 }
1483 1524
1525 at -= level / 5;
1526 if (did_make_save (head, head->level, at))
1527 continue;
1528 }
1529 else /* spell->attacktype */
1530 {
1531 /*
1532 Spell has no attacktype (charm & such), so we'll have a specific saving:
1533 * if spell level < monster level, no go
1534 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1535
1536 The chance will then be in the range [20-70] percent, not too bad.
1537
1538 This is required to fix the 'charm monster' abuse, where a player level 1 can
1539 charm a level 125 monster...
1540
1541 Ryo, august 14th
1542 */
1543 if (head->level > level)
1544 continue;
1545
1546 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1547 /* Failed, no effect */
1548 continue;
1549 }
1550
1484 /* Done with saving throw. Now start effecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1485 1553
1486 /* aggravation */ 1554 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1556 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1558 remove_friendly_object (head);
1559 done_one = 1;
1560 head->enemy = op;
1561 }
1491 1562
1492 done_one = 1;
1493 head->enemy = op;
1494 }
1495
1496 /* calm monsters */ 1563 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1565 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1567 head->enemy = NULL;
1500 done_one = 1; 1568 done_one = 1;
1501 } 1569 }
1502 1570
1503 /* berserk monsters */ 1571 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1573 {
1505 SET_FLAG(head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1575 done_one = 1;
1507 } 1576 }
1577
1508 /* charm */ 1578 /* charm */
1509 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1579 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1510 SET_FLAG(head, FLAG_FRIENDLY); 1580 {
1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1512 Typical use case is charm, go somwhere, use aggravation to make hostile. 1584 Typical use case is charm, go somwhere, use aggravation to make hostile.
1513 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1585 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1587 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1589 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1519 done_one = 1; 1591 done_one = 1;
1520 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1592 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1521 head->stats.exp = 0; 1593 head->stats.exp = 0;
1522 } 1594 }
1523 1595
1524 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1597 if (done_one && spell->other_arch)
1526 tmp = arch_to_object(spell->other_arch); 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1527 tmp->x = nx;
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 } 1599 }
1531 } /* for y */
1532 1600
1533 return 1; 1601 return 1;
1534} 1602}
1535
1536 1603
1537/* Move_ball_spell: This handles ball type spells that just sort of wander 1604/* Move_ball_spell: This handles ball type spells that just sort of wander
1538 * about. was called move_ball_lightning, but since more than the ball 1605 * about. was called move_ball_lightning, but since more than the ball
1539 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1607 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1542 */ 1609 */
1543 1610void
1544void move_ball_spell(object *op) { 1611move_ball_spell (object *op)
1612{
1545 int i,j,dam_save,dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1547 object *owner; 1615 object *owner;
1548 mapstruct *m; 1616 maptile *m;
1549 1617
1550 owner = get_owner(op); 1618 owner = op->owner;
1551 1619
1552 /* the following logic makes sure that the ball doesn't move into a wall, 1620 /* the following logic makes sure that the ball doesn't move into a wall,
1553 * and makes sure that it will move along a wall to try and get at it's 1621 * and makes sure that it will move along a wall to try and get at it's
1554 * victim. The block immediately below more or less chooses a random 1622 * victim. The block immediately below more or less chooses a random
1555 * offset to move the ball, eg, keep it mostly on course, with some 1623 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1624 * deviations.
1557 */ 1625 */
1558 1626
1559 dir = 0; 1627 dir = 0;
1560 if(!(rndm(0, 3))) 1628 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1629 j = rndm (0, 1);
1562 else j=0; 1630 else
1631 j = 0;
1563 1632
1564 for(i = 1; i < 9; i++) { 1633 for (i = 1; i < 9; i++)
1634 {
1565 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1567 */ 1637 */
1568
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1571 1640
1572 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1574 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1643 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1644 {
1576 dir = tmpdir; 1645 dir = tmpdir;
1577 break; 1646 break;
1578 } 1647 }
1579 } 1648 }
1649
1580 if (dir == 0) { 1650 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1651 {
1652 nx = op->x;
1653 ny = op->y;
1654 m = op->map;
1655 }
1585 1656
1586 remove_ob(op); 1657 m->insert (op, nx, ny, op);
1587 op->y=ny; 1658
1588 op->x=nx;
1589 insert_ob_in_map(op,m,op,0);
1590
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1659 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1660 surrounding squares */
1593 1661
1594 /* loop over current square and neighbors to hit. 1662 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1663 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1664 * the surround spaces.
1597 */ 1665 */
1598 for(j=0;j<9;j++) { 1666 for (j = 0; j < 9; j++)
1599 object *new_ob; 1667 {
1600
1601 hx = nx+freearr_x[j]; 1668 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1669 hy = ny + freearr_y[j];
1603 1670
1604 m = op->map; 1671 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1672 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1673
1607 if (mflags & P_OUT_OF_MAP) continue; 1674 if (mflags & P_OUT_OF_MAP)
1675 continue;
1608 1676
1609 /* first, don't ever, ever hit the owner. Don't hit out 1677 /* first, don't ever, ever hit the owner. Don't hit out
1610 * of the map either. 1678 * of the map either.
1611 */ 1679 */
1612 1680
1613 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1681 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1614 if(j) op->stats.dam = dam_save/2; 1682 {
1683 if (j)
1684 op->stats.dam = dam_save / 2;
1685
1615 hit_map(op,j,op->attacktype,1); 1686 hit_map (op, j, op->attacktype, 1);
1687 }
1616 1688
1617 }
1618
1619 /* insert the other arch */ 1689 /* insert the other arch */
1620 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1690 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1621 new_ob = arch_to_object(op->other_arch); 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1622 new_ob->x = hx;
1623 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0);
1625 }
1626 } 1692 }
1627 1693
1628 /* restore to the center location and damage*/ 1694 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1630 1696
1631 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1697 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1632 1698
1633 if(i>=0) { /* we have a preferred direction! */ 1699 if (i >= 0)
1700 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1701 /* pick another direction if the preferred dir is blocked. */
1635 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1702 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1636 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1703 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1704 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1705
1639 op->direction=i; 1706 op->direction = i;
1640 } 1707 }
1641} 1708}
1642 1709
1643
1644/* move_swarm_spell: peterm 1710/* move_swarm_spell: peterm
1645 * This is an implementation of the swarm spell. It was written for 1711 * This is an implementation of the swarm spell. It was written for
1646 * meteor swarm, but it could be used for any swarm. A swarm spell 1712 * meteor swarm, but it could be used for any swarm. A swarm spell
1647 * is a special type of object that casts swarms of other types 1713 * is a special type of object that casts swarms of other types
1648 * of spells. Which spell it casts is flexible. It fires the spells 1714 * of spells. Which spell it casts is flexible. It fires the spells
1649 * from a set of squares surrounding the caster, in a given direction. 1715 * from a set of squares surrounding the caster, in a given direction.
1650 */ 1716 */
1651 1717void
1652void move_swarm_spell(object *op) 1718move_swarm_spell (object *op)
1653{ 1719{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1720#if 0
1676 // this is bogus: it causes wrong places to be checked below 1721 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1677 // (a wall 2 cells away will block the effect...) and 1722 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1723 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1724 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1725 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1726#endif
1727 object *owner = op->env;
1723 1728
1729 if (!owner) // MUST not happen, remove when true TODO
1730 {
1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1732 op->destroy ();
1733 return;
1734 }
1735
1736 if (!op->duration || !owner->is_on_map ())
1737 {
1738 op->drop_and_destroy ();
1739 return;
1740 }
1741
1742 op->duration--;
1743
1744 int basedir = op->direction;
1745 if (!basedir)
1746 {
1747 /* spray in all directions! 8) */
1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1750 }
1751
1752#if 0
1753 // this is bogus: it causes wrong places to be checked below
1754 // (a wall 2 cells away will block the effect...) and
1755 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1756 // space.
1757 // should be fixed later, but correctness before features...
1758 // (schmorp)
1759
1760 /* new offset calculation to make swarm element distribution
1761 * more uniform
1762 */
1763 if (op->duration)
1764 {
1765 if (basedir & 1)
1766 {
1767 adjustdir = cardinal_adjust[rndm (0, 8)];
1768 }
1769 else
1770 {
1771 adjustdir = diagonal_adjust[rndm (0, 9)];
1772 }
1773 }
1774 else
1775 {
1776 adjustdir = 0; /* fire the last one from forward. */
1777 }
1778
1779 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1780 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1781
1782 /* back up one space so we can hit point-blank targets, but this
1783 * necessitates extra out_of_map check below
1784 */
1785 origin_x = target_x - freearr_x[basedir];
1786 origin_y = target_y - freearr_y[basedir];
1787
1788
1724 /* spell pointer is set up for the spell this casts. Since this 1789 /* spell pointer is set up for the spell this casts. Since this
1725 * should just be a pointer to the spell in some inventory, 1790 * should just be a pointer to the spell in some inventory,
1726 * it is unlikely to disappear by the time we need it. However, 1791 * it is unlikely to disappear by the time we need it. However,
1727 * do some sanity checking anyways. 1792 * do some sanity checking anyways.
1728 */ 1793 */
1794
1795 if (op->spell && op->spell->type == SPELL &&
1796 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1797 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1798 {
1799
1800 /* Bullet spells have a bunch more customization that needs to be done */
1801 if (op->spell->subtype == SP_BULLET)
1802 fire_bullet (owner, op, basedir, op->spell);
1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1804 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1805 }
1806#endif
1807
1808 /* spell pointer is set up for the spell this casts. Since this
1809 * should just be a pointer to the spell in some inventory,
1810 * it is unlikely to disappear by the time we need it. However,
1811 * do some sanity checking anyways.
1812 */
1813
1730 if (op->spell && op->spell->type == SPELL) 1814 if (op->spell && op->spell->type == SPELL)
1731 { 1815 {
1732 /* Bullet spells have a bunch more customization that needs to be done */ 1816 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET) 1817 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1818 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1820 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1737 } 1821 }
1738} 1822}
1739
1740
1741
1742 1823
1743/* fire_swarm: 1824/* fire_swarm:
1744 * The following routine creates a swarm of objects. It actually 1825 * The following routine creates a swarm of objects. It actually
1745 * sets up a specific swarm object, which then fires off all 1826 * sets up a specific swarm object, which then fires off all
1746 * the parts of the swarm. 1827 * the parts of the swarm.
1749 * caster: the caster (owner, wand, rod, scroll) 1830 * caster: the caster (owner, wand, rod, scroll)
1750 * dir: the direction everything will be fired in 1831 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1832 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1833 * n: the number to be fired.
1753 */ 1834 */
1754 1835int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1836fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1837{
1757 object *tmp;
1758 int i;
1759
1760 if (!spell->other_arch) return 0; 1838 if (!spell->other_arch)
1839 return 0;
1761 1840
1762 tmp=get_archetype(SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1763 tmp->x=op->x; 1842
1764 tmp->y=op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1766 set_spell_skill(op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
1767
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1844 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1845 tmp->spell = spell->other_arch->instance ();
1770
1771 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
1772 1847
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1774 if ( ! tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
1775 return 1; 1850 return 1;
1776 } 1851
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1852 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1853 for (int i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1855
1781 tmp->direction=dir;
1782 tmp->invisible=1; 1856 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 1857 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1858 tmp->direction = dir;
1859 tmp->facing = rndm (1, 8); // initial firing direction
1860 tmp->state = rndm (4) * 2 + 1; // direction increment
1861
1862 op->insert (tmp);
1863
1784 return 1; 1864 return 1;
1785} 1865}
1786
1787 1866
1788/* See the spells documentation file for why this is its own 1867/* See the spells documentation file for why this is its own
1789 * function. 1868 * function.
1790 */ 1869 */
1870int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1871cast_light (object *op, object *caster, object *spell, int dir)
1872{
1792 object *target=NULL,*tmp=NULL; 1873 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 1874 sint16 x, y;
1794 int dam, mflags; 1875 int dam, mflags;
1795 mapstruct *m; 1876 maptile *m;
1796 1877
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 1879
1799 if(!dir) { 1880 if (dir)
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1801 return 0;
1802 } 1881 {
1803
1804 x=op->x+freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
1806 m = op->map; 1884 m = op->map;
1807 1885
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 1887
1810 if (mflags & P_OUT_OF_MAP) { 1888 if (mflags & P_OUT_OF_MAP)
1889 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 1891 return 0;
1813 } 1892 }
1814 1893
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 1895 {
1896 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
1898 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 1900 if (target->head)
1901 target = target->head;
1902
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1822 } 1905 }
1823 } 1906 }
1824 1907
1825 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
1826 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1909 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1910 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1828 return 0; 1912 return 0;
1913 }
1829 } 1914 }
1830 1915
1831 /* ok, looks groovy to just insert a new light on the map */ 1916 /* ok, looks groovy to just insert a new light on the map */
1832 tmp=arch_to_object(spell->other_arch); 1917 tmp = spell->other_arch->instance ();
1833 if(!tmp) { 1918 if (!tmp)
1919 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 1921 return 0;
1836 } 1922 }
1923
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
1838 if (tmp->glow_radius) { 1926 if (tmp->glow_radius)
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1927 tmp->set_glow_radius (
1840 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1928 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1841 } 1929 );
1842 tmp->x=x; 1930
1843 tmp->y=y; 1931 if (dir)
1844 insert_ob_in_map(tmp,m,op,0); 1932 m->insert (tmp, x, y, op);
1933 else
1934 caster->outer_env_or_self ()->insert (tmp);
1935
1845 return 1; 1936 return 1;
1846} 1937}
1847
1848
1849
1850 1938
1851/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
1852 * player and infects someone. 1940 * player and infects someone.
1853 * op is the player/monster, caster is the object, dir is the direction 1941 * op is the player/monster, caster is the object, dir is the direction
1854 * to cast, disease_arch is the specific disease, and type is the spell number 1942 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 1943 * perhaps this should actually be in disease.c?
1856 */ 1944 */
1857 1945int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1946cast_cause_disease (object *op, object *caster, object *spell, int dir)
1947{
1859 sint16 x,y; 1948 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 1949 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 1950 object *walk;
1862 mapstruct *m; 1951 maptile *m;
1863 1952
1864 x = op->x; 1953 x = op->x;
1865 y = op->y; 1954 y = op->y;
1866 1955
1867 /* If casting from a scroll, no direction will be available, so refer to the 1956 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 1957 * direction the player is pointing.
1869 */ 1958 */
1959 if (!dir)
1870 if (!dir) dir=op->facing; 1960 dir = op->facing;
1961
1962 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1963 return 0; /* won't find anything if casting on ourself, so just return */
1872 1964
1873 /* Calculate these once here */ 1965 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 1966 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 1967 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 1968 dur_mod = SP_level_duration_adjust (caster, spell);
1877 1969
1878 /* search in a line for a victim */ 1970 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 1971 for (i = 1; i < range; i++)
1972 {
1880 x = op->x + i * freearr_x[dir]; 1973 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 1974 y = op->y + i * freearr_y[dir];
1882 m = op->map; 1975 m = op->map;
1883 1976
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 1977 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 1978
1886 if (mflags & P_OUT_OF_MAP) return 0; 1979 if (mflags & P_OUT_OF_MAP)
1980 return 0;
1887 1981
1888 /* don't go through walls - presume diseases are airborne */ 1982 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1983 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1984 return 0;
1890 1985
1891 /* Only bother looking on this space if there is something living here */ 1986 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 1987 if (mflags & P_IS_ALIVE)
1988 {
1893 /* search this square for a victim */ 1989 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1990 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1895 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1896 object *disease = arch_to_object(spell->other_arch); 1992 { /* found a victim */
1993 object *disease = spell->other_arch->instance ();
1897 1994
1898 set_owner(disease,op); 1995 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 1998 disease->level = casting_level (caster, spell);
1902 1999
1903 /* do level adjustments */ 2000 /* do level adjustments */
1904 if(disease->stats.wc) 2001 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2002 disease->stats.wc += dur_mod / 2;
1906 2003
1907 if(disease->magic> 0) 2004 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2005 disease->magic += dur_mod / 8;
1909 2006
1910 if(disease->stats.maxhp>0) 2007 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2008 disease->stats.maxhp += dur_mod;
1912 2009
1913 if(disease->stats.maxgrace>0) 2010 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2011 disease->stats.maxgrace += dur_mod;
1915 2012
1916 if(disease->stats.dam) { 2013 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2014 {
1918 disease->stats.dam += dam_mod; 2015 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2016 disease->stats.dam += dam_mod;
1920 } 2017 else
2018 disease->stats.dam -= dam_mod;
2019 }
1921 2020
1922 if(disease->last_sp) { 2021 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2022 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2023 disease->last_sp -= 2 * dam_mod;
1925 } 2024 if (disease->last_sp < 1)
2025 disease->last_sp = 1;
2026 }
1926 2027
1927 if(disease->stats.maxsp) { 2028 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2029 {
1929 disease->stats.maxsp += dam_mod; 2030 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2031 disease->stats.maxsp += dam_mod;
1931 } 2032 else
1932 2033 disease->stats.maxsp -= dam_mod;
2034 }
2035
1933 if(disease->stats.ac) 2036 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2037 disease->stats.ac += dam_mod;
1935 2038
1936 if(disease->last_eat) 2039 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2040 disease->last_eat -= dam_mod;
1938 2041
1939 if(disease->stats.hp) 2042 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2043 disease->stats.hp -= dam_mod;
1941 2044
1942 if(disease->stats.sp) 2045 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2046 disease->stats.sp -= dam_mod;
1944 2047
1945 if(infect_object(walk,disease,1)) { 2048 if (infect_object (walk, disease, 1))
1946 object *flash; /* visual effect for inflicting disease */ 2049 {
1947
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2050 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2051
1950 free_object(disease); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
1952 flash->x = x; 2054 return 1;
1953 flash->y = y; 2055 }
1954 flash->map = walk->map; 2056
1955 insert_ob_in_map(flash,walk->map,op,0); 2057 disease->destroy ();
1956 return 1; 2058 }
1957 } 2059 } /* if living creature */
1958 free_object(disease); 2060 } /* for range of spaces */
1959 } 2061
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2062 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2063 return 1;
1964} 2064}

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