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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.3 by elmex, Tue Aug 15 16:19:55 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 1.3 2006/08/15 16:19:55 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;
409 } 424 }
410 425
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 427 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 430 {
416 remove_ob (op); 431 op->destroy ();
417 free_object (op); 432 return;
433 }
434
435 if (op->attacktype)
436 {
437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ())
418 return; 440 return;
419 } 441 }
420 442
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
429 445
430 copy_owner (tmp, op); 446 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 448
434 owner = get_owner(op); 449 owner = op->owner;
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450
451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
436 !tailor_god_spell(tmp, owner)) { 454 && !tailor_god_spell (tmp, owner))
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 455 {
441 tmp->x = op->x; 456 op->destroy ();
442 tmp->y = op->y; 457 return;
458 }
443 459
444 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462 {
446 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 464 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 465 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 466 tmp->duration = op->duration;
450 } else { 467 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 468 else
469 {
470 if (op->attacktype & AT_MAGIC)
471 tmp->attacktype |= AT_MAGIC;
472
452 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 477 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 478 * the count of the parent should work fine.
458 */ 479 */
459 tmp->stats.maxhp = op->count; 480 tmp->stats.maxhp = op->count;
460 } 481 }
461 482
462 /* Set direction of cone explosion */ 483 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 484 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
465 486
466 /* Prevent recursion */ 487 /* Prevent recursion */
467 op->move_on = 0; 488 op->move_on = 0;
468 489
469 insert_ob_in_map(tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
470 /* remove the firebullet */ 493 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 495}
476
477
478 496
479/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
481 */ 499 */
482 500void
483void check_bullet(object *op) 501check_bullet (object *op)
484{ 502{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 503 object *tmp;
487 int dam, mflags; 504 int dam, mflags;
488 mapstruct *m; 505 maptile *m;
489 sint16 sx, sy; 506 sint16 sx, sy;
490 507
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 509
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 511 return;
495 512
496 if (op->other_arch) { 513 if (op->other_arch)
514 {
497 /* explode object will also remove op */ 515 /* explode object will also remove op */
498 explode_bullet (op); 516 explode_bullet (op);
499 return; 517 return;
500 } 518 }
501 519
502 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
504 523
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
506 { 525 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 527 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529
511 || (op->stats.dam -= dam) < 0) 530 // TODO: can't understand the following if's
531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
512 { 532 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 534 {
515 free_object(op); 535 op->destroy ();
516 return; 536 return;
517 } 537 }
518 } 538 }
519 } 539 }
520 } 540 }
521} 541}
522
523 542
524/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 544 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
528 */ 547 */
529 548void
530void move_bullet(object *op) 549move_bullet (object *op)
531{ 550{
532 sint16 new_x, new_y;
533 int mflags;
534 mapstruct *m;
535
536#if 0 551#if 0
537 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
538 553
539 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
542 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
544 return; 560 return;
545 } /* end addition. */ 561 } /* end addition. */
546#endif 562#endif
547 563
548 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
550 if (op->other_arch) { 567 if (op->other_arch)
551 explode_bullet (op); 568 explode_bullet (op);
552 } else { 569 else
553 remove_ob (op); 570 op->destroy ();
554 free_object (op); 571
555 }
556 return; 572 return;
573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
557 } 579 {
558 580 op->destroy ();
559 new_x = op->x + DIRX(op);
560 new_y = op->y + DIRY(op);
561 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
563
564 if (mflags & P_OUT_OF_MAP) {
565 remove_ob (op);
566 free_object (op);
567 return; 581 return;
582 }
583
584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
568 } 589 {
569
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
571 if (op->other_arch) { 590 if (op->other_arch)
572 explode_bullet (op); 591 explode_bullet (op);
573 } else { 592 else
574 remove_ob (op); 593 op->destroy ();
575 free_object (op); 594
576 }
577 return; 595 return;
578 } 596 }
579 597
580 remove_ob (op); 598 if (!(op = pos.insert (op, op)))
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return; 599 return;
585 600
586 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
587 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 604 update_turn_face (op);
589 } else { 605 }
606 else
590 check_bullet (op); 607 check_bullet (op);
591 }
592} 608}
593
594
595
596 609
597/* fire_bullet 610/* fire_bullet
598 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
601 * spob->attacktype. 614 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
603 * pointers. 616 * pointers.
604 */ 617 */
605 618int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
607 object *tmp=NULL; 621 object *tmp = NULL;
608 int mflags; 622 int mflags;
609 623
610 if (!spob->other_arch) 624 if (!spob->other_arch)
611 return 0; 625 return 0;
612 626
613 tmp=arch_to_object(spob->other_arch); 627 tmp = spob->other_arch->instance ();
614 if(tmp==NULL) 628 if (!tmp)
615 return 0; 629 return 0;
616 630
617 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
621 636
622 tmp->range = 50; 637 tmp->range = 50;
623 638
624 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 643
629 tmp->direction=dir; 644 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
632 647
633 set_owner(tmp,op); 648 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
635 650
636 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 653 tmp->map = op->map;
639 654
655 maptile *newmap;
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 658 {
659 tmp->destroy ();
660 return 0;
661 }
662
663 tmp->map = newmap;
664
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
645 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 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 681 {
682 tmp->destroy ();
648 return 0; 683 return 0;
649 } 684 }
650 tmp->x=op->x; 685
651 tmp->y=op->y; 686 tmp->x = op->x;
687 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 688 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 689 tmp->map = op->map;
654 } 690 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 691
692 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 693 check_bullet (tmp);
657 } 694
658 return 1; 695 return 1;
659} 696}
660
661
662
663 697
664/***************************************************************************** 698/*****************************************************************************
665 * 699 *
666 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
667 * 701 *
668 *****************************************************************************/ 702 *****************************************************************************/
669 703
670
671/* 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
672void cone_drop(object *op) { 706cone_drop (object *op)
673 object *new_ob = arch_to_object(op->other_arch); 707{
708 object *new_ob = op->other_arch->instance ();
674 709
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 710 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 711 new_ob->set_owner (op->owner);
679 712
680 /* preserve skill ownership */ 713 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 714 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 715 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 716
684 } 717 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 718}
688 719
689/* 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 */
690 721
722void
691void move_cone(object *op) { 723move_cone (object *op)
692 int i; 724{
693 tag_t tag;
694
695 /* 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 */
696 if (! op->map) { 726 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 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 }
703 732
704 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 734 if (QUERY_FLAG (op, FLAG_LIFESAVE))
735 {
706 hit_map(op,0,op->attacktype,0); 736 hit_map (op, 0, op->attacktype, 0);
707 return; 737 return;
708 } 738 }
709 739
710#if 0 740#if 0
711 /* Disable this - enabling it makes monsters easier, as 741 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 742 * when their cone dies when they die.
713 */ 743 */
714 /* If no owner left, the spell dies out. */ 744 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 745 if (op->owner == NULL)
716 remove_ob(op); 746 {
717 free_object(op); 747 op->destroy ();
718 return; 748 return;
719 } 749 }
720#endif 750#endif
721 751
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 752 hit_map (op, 0, op->attacktype, 0);
724 753
754 if (!op->is_on_map ())
755 return;
756
725 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
727 * degree. 759 * degree.
728 */ 760 */
761 if (op->weight)
762 {
729 if(op->weight) check_spell_knockback(op); 763 check_spell_knockback (op);
730 764
731 if (was_destroyed (op, tag)) 765 if (!op->is_on_map ())
732 return; 766 return;
767 }
733 768
734 if((op->duration--)<0) { 769 if (op->duration-- < 0)
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 770 {
771 op->destroy ();
772 return;
773 }
739 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 775 * any further. When the duration above expires,
741 * then the object will get removed. 776 * then the object will get removed.
742 */ 777 */
743 if (--op->range < 0) { 778 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 779 {
780 op->range = 0; /* just so it doesn't wrap */
781 return;
782 }
747 783
748 for(i= -1;i<2;i++) { 784 for (int i = -1; i <= 1; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 785 {
750 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)];
751 787
752 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))
753 object *tmp=get_object(); 789 {
754 copy_object(op, tmp); 790 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 791
758 tmp->duration = op->duration + 1; 792 tmp->duration = op->duration + 1;
759 793
760 /* Use for spell tracking - see ok_to_put_more() */ 794 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 795 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 796
763 if (tmp->other_arch) cone_drop(tmp); 797 op->map->insert (tmp, x, y, op);
764 } 798
799 if (tmp->other_arch)
800 cone_drop (tmp);
801 }
765 } 802 }
766} 803}
767 804
768/* cast_cone: casts a cone spell. 805/* cast_cone: casts a cone spell.
769 * op: person firing the object. 806 * op: person firing the object.
771 * dir: direction to fire in. 808 * dir: direction to fire in.
772 * 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
773 * to fire. 810 * to fire.
774 * returns 0 on failure, 1 on success. 811 * returns 0 on failure, 1 on success.
775 */ 812 */
813int
776int cast_cone(object *op, object *caster,int dir, object *spell) 814cast_cone (object *op, object *caster, int dir, object *spell)
777{ 815{
778 object *tmp; 816 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 817 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 818 maptile *m;
781 sint16 sx, sy; 819 sint16 sx, sy;
782 MoveType movetype; 820 MoveType movetype;
783 821
784 if (!spell->other_arch) return 0; 822 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 823 return 0;
824
825 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
828 return 0;
829 }
792 830
793 if(!dir) { 831 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 832 {
833 range_min = 0;
834 range_max = 8;
835 }
797 836
798 /* 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
799 * 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
800 * insert it into is blocked. 839 * insert it into is blocked.
801 */ 840 */
802 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
803 842
804 for(i=range_min;i<=range_max;i++) { 843 for (i = range_min; i <= range_max; i++)
805 sint16 x,y, d; 844 {
845 sint16 x, y;
806 846
807 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 850 * to hit that person.
811 */ 851 */
812 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
813 while (d < 0) d+=8;
814 while (d > 8) d-=8;
815 853
816 /* 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.
817 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 858 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 859 * for the rune code.
822 */ 860 */
823 if (caster->type != RUNE && d==0) { 861 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 862 {
825 else continue; 863 if (dir != 0)
826 } 864 d = 8;
865 else
866 continue;
867 }
827 868
828 x = op->x+freearr_x[d]; 869 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 870 y = op->y + freearr_y[d];
830 871
831 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)
832 continue; 873 continue;
833 874
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 876 continue;
836 877
837 success=1; 878 success = 1;
838 tmp=arch_to_object(spell->other_arch); 879 tmp = spell->other_arch->instance ();
839 set_owner(tmp,op); 880 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 883 tmp->attacktype = spell->attacktype;
845 884
846 /* holy word stuff */ 885 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 887 if (!tailor_god_spell (tmp, op))
849 } 888 return 0;
850 889
851 if(dir) 890 if (dir)
852 tmp->stats.sp=dir; 891 tmp->stats.sp = dir;
853 else 892 else
854 tmp->stats.sp=i; 893 tmp->stats.sp = i;
855 894
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 895 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 896
858 /* 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 */
859 if (dir == 0) { 898 if (dir == 0)
899 {
860 tmp->range /= 4; 900 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 901 if (tmp->range < 2 && spell->range >= 2)
862 } 902 tmp->range = 2;
903 }
904
863 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);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 906 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 907
866 /* Special bonus for fear attacks */ 908 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 909 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 910 {
869 else 911 if (caster->type == PLAYER)
912 tmp->duration += fear_bonus[caster->stats.Cha];
913 else
870 tmp->duration += caster->level/3; 914 tmp->duration += caster->level / 3;
871 } 915 }
916
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 917 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 918 {
874 else 919 if (caster->type == PLAYER)
920 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
921 else
875 tmp->duration += caster->level/3; 922 tmp->duration += caster->level / 3;
876 } 923 }
877 924
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
880 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);
881 spell->other_arch->name);
882 927
883 if (!tmp->move_on && tmp->stats.dam) { 928 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889 930
931 m->insert (tmp, sx, sy, op);
932
890 /* 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
891 * a single space too many times. 934 * a single space too many times.
892 */ 935 */
893 tmp->stats.maxhp = tmp->count; 936 tmp->stats.maxhp = tmp->count;
894 937
895 if(tmp->other_arch) cone_drop(tmp); 938 if (tmp->other_arch)
939 cone_drop (tmp);
896 } 940 }
941
897 return success; 942 return success;
898} 943}
899 944
900/**************************************************************************** 945/****************************************************************************
901 * 946 *
902 * BOMB related code 947 * BOMB related code
903 * 948 *
904 ****************************************************************************/ 949 ****************************************************************************/
905 950
906
907/* This handles an exploding bomb. 951/* This handles an exploding bomb.
908 * op is the original bomb object. 952 * op is the original bomb object.
909 */ 953 */
954void
910void animate_bomb(object *op) { 955animate_bomb (object *op)
911 int i; 956{
912 object *env, *tmp;
913 archetype *at;
914
915 if(op->state!=NUM_ANIMATIONS(op)-1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return;
917
918
919 env = object_get_env_recursive(op);
920
921 if (op->env) {
922 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return; 958 return;
933 }
934 959
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 960 object *env = op->outer_env ();
936 // on a safe map. I don't like this special casing, but it seems to be neccessary 961
937 // as bombs can be carried. 962 if (op->env)
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 { 963 {
940 remove_ob (op); 964 if (!env->map)
941 free_object (op);
942 return; 965 return;
966
967 if (!(op = op->insert_at (env, op)))
968 return;
943 } 969 }
944 970
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
945 /* This copies a lot of the code from the fire bullet, 980 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 982 * so just set up the appropriate values.
948 */ 983 */
949 at = find_archetype(SPLINT); 984 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 985 {
951 for(i=1;i<9;i++) { 986 for (int i = 1; i < 9; i++)
987 {
952 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]))
953 continue; 989 continue;
954 tmp = arch_to_object(at); 990
991 object *tmp = at->instance ();
955 tmp->direction = i; 992 tmp->direction = i;
956 tmp->range = op->range; 993 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 995 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 997 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 998 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 999 tmp->skill = op->skill;
963 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 }
964 } 1007 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973 1008
974 explode_bullet(op); 1009 explode_bullet (op);
975} 1010}
976 1011
1012int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1013create_bomb (object *op, object *caster, int dir, object *spell)
978 1014{
979 object *tmp; 1015 object *tmp;
980 int mflags; 1016 int mflags;
981 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];
982 mapstruct *m; 1018 maptile *m;
983 1019
984 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 {
985 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 {
986 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.");
987 return 0; 1031 return 0;
1032 }
988 } 1033 }
989 tmp=arch_to_object(spell->other_arch);
990 1034
1035 tmp = spell->other_arch->instance ();
1036
991 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 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);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1041 tmp->attacktype = spell->attacktype;
996 1042
997 set_owner(tmp,op); 1043 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1044 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1045
1000 tmp->y=dy; 1046 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1047 return 1;
1003} 1048}
1004 1049
1005/**************************************************************************** 1050/****************************************************************************
1006 * 1051 *
1007 * smite related spell code. 1052 * smite related spell code.
1015 * dir is the direction to look in. 1060 * dir is the direction to look in.
1016 * range is how far out to look. 1061 * range is how far out to look.
1017 * 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.
1018 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1019 */ 1064 */
1020 1065static object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1066get_pointed_target (object *op, int dir, int range, int type)
1067{
1022 object *target; 1068 object *target;
1023 sint16 x,y; 1069 sint16 x, y;
1024 int dist, mflags; 1070 int dist, mflags;
1025 mapstruct *mp; 1071 maptile *mp;
1026 1072
1027 if (dir==0) return NULL; 1073 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1074 return NULL;
1049}
1050 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}
1051 1100
1052/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1054 * usual params - 1103 * usual params -
1055 * op = player 1104 * op = player
1056 * caster = object casting the spell. 1105 * caster = object casting the spell.
1057 * dir = direction being cast 1106 * dir = direction being cast
1058 * spell = spell object 1107 * spell = spell object
1059 */ 1108 */
1060 1109int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1111{
1062 object *effect, *target; 1112 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1113 object *god = find_god (determine_god (op));
1064 int range; 1114 int range;
1065 1115
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1116 range = spell->range + SP_level_range_adjust (caster, spell);
1067 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);
1068 1118
1069 /* Bunch of conditions for casting this spell. Note that only 1119 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1120 * require a god if this is a cleric spell (requires grace).
1071 * 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
1072 * 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
1073 * interesting spell. 1123 * interesting spell.
1074 * 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
1075 * can't be friendly to your god. 1125 * can't be friendly to your god.
1076 */ 1126 */
1077 1127
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1079 ||(!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1131 || (god && target->title == god->name)
1081 ||(target->race && god && strstr(target->race,god->race))) { 1132 || (god && target->race.contains (god->race)))
1133 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1135 return 0;
1084 } 1136 }
1085 1137
1086 if (spell->other_arch) 1138 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1139 effect = spell->other_arch->instance ();
1088 else 1140 else
1089 return 0; 1141 return 0;
1090 1142
1091 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 {
1095 if(tailor_god_spell(effect,op)) 1148 if (tailor_god_spell (effect, op))
1096 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));
1097 "%s answers your call!",determine_god(op));
1098 else { 1150 else
1151 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1153 return 0;
1101 } 1154 }
1102 } 1155 }
1103 1156
1104 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1105 effect->range=spell->range + 1158 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1159 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1160
1110 if (effect->attacktype & AT_DEATH) { 1161 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1162 {
1112 SP_level_dam_adjust(caster,spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1164
1114 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1166 if (QUERY_FLAG (target, FLAG_UNDEAD))
1167 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1168 if (random_roll (0, 2, op, PREFER_LOW))
1169 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1171 effect->x = op->x;
1119 effect->y=op->y; 1172 effect->y = op->y;
1120 } else { 1173 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1174 else
1122 query_name(target)); 1175 {
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1177 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1178 effect->destroy ();
1125 return 0; 1179 return 0;
1180 }
1181 }
1126 } 1182 }
1127 } 1183 else
1128 } else { 1184 {
1129 /* how much woe to inflict :) */ 1185 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1186 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1187 }
1133 1188
1134 set_owner(effect,op); 1189 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1136 1191
1137 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1193 effect->insert_at (target, op);
1139 effect->y=target->y; 1194
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1195 return 1;
1143} 1196}
1144
1145 1197
1146/**************************************************************************** 1198/****************************************************************************
1147 * 1199 *
1148 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1149 * 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
1150 * code here is just to move the missile. 1202 * code here is just to move the missile.
1151 ****************************************************************************/ 1203 ****************************************************************************/
1152 1204
1153/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1206void
1154void move_missile(object *op) { 1207move_missile (object *op)
1155 int i, mflags; 1208{
1156 object *owner;
1157 sint16 new_x, new_y;
1158 mapstruct *m;
1159
1160 if (op->range-- <=0) { 1209 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1165 1214
1166 owner = get_owner(op); 1215 mapxy pos (op);
1167#if 0 1216 pos.move (op->direction);
1168 /* It'd make things nastier if this wasn't here - spells cast by 1217
1169 * monster that are then killed would continue to survive 1218 if (!pos.normalise ())
1170 */
1171 if (owner == NULL) {
1172 remove_ob(op);
1173 free_object(op);
1174 return;
1175 } 1219 {
1176#endif 1220 op->destroy ();
1221 return;
1222 }
1177 1223
1178 new_x = op->x + DIRX(op); 1224 mapspace &ms = pos.ms ();
1179 new_y = op->y + DIRY(op);
1180 1225
1181 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))
1182 1227 {
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1185 tag_t tag = op->count;
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1188 * 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.
1189 */ 1231 */
1190 if ( ! was_destroyed (op, tag)) { 1232 op->destroy ();
1191 remove_ob (op); 1233 return;
1192 free_object(op); 1234 }
1193 } 1235
1194 return; 1236 if (!op->direction)
1195 } 1237 {
1196 1238 op->destroy ();
1197 remove_ob(op); 1239 return;
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1199 free_object(op);
1200 return;
1201 } 1240 }
1202 op->x = new_x; 1241
1203 op->y = new_y; 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1204 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1206 if(i > 0 && i != op->direction){ 1243 if (i > 0 && i != op->direction)
1244 {
1207 op->direction=i; 1245 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1209 } 1247 }
1210 insert_ob_in_map(op,op->map,op,0); 1248
1249 pos.insert (op, op);
1211} 1250}
1212 1251
1213/**************************************************************************** 1252/****************************************************************************
1214 * Destruction 1253 * Destruction
1215 ****************************************************************************/ 1254 ****************************************************************************/
1255
1216/* make_object_glow() - currently only makes living objects glow. 1256/* make_object_glow() - currently only makes living objects glow.
1217 * 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
1218 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1221 */ 1261 */
1222 1262static int
1223int make_object_glow(object *op, int radius, int time) { 1263make_object_glow (object *op, int radius, int time)
1224 object *tmp; 1264{
1225
1226 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1267 return 0;
1229 1268
1230 tmp=get_archetype(FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1271 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1235 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII;
1237
1238 tmp->x=op->x;
1239 tmp->y=op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1242 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1244 1278
1245 if(!tmp->env||op!=tmp->env) {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1247 op->name);
1248 return 0;
1249 }
1250 return 1; 1279 return 1;
1251} 1280}
1252 1281
1253 1282int
1254
1255
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1283cast_destruction (object *op, object *caster, object *spell_ob)
1257 int i,j, range, mflags, friendly=0, dam, dur; 1284{
1258 sint16 sx,sy;
1259 mapstruct *m;
1260 object *tmp;
1261 const char *skill;
1262
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1267 1288
1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1290
1268 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route.
1273 */ 1293 */
1274 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1296 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1298 else if (caster->skill)
1299 op->skill = caster->skill;
1300 else
1277 else op->skill = NULL; 1301 op->skill = 0;
1278 1302
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1280 1304
1281 for(i= -range; i<range; i++) { 1305 unordered_mapwalk (op, -range, -range, range, range)
1282 for(j=-range; j<range ; j++) { 1306 {
1283 m = op->map; 1307 mapspace &ms = m->at (nx, ny);
1284 sx = op->x + i; 1308
1285 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue;
1288 if (mflags & P_IS_ALIVE) { 1309 if (ms.flags () & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1311 {
1291 } 1312 next = tmp->above;
1292 if (tmp) {
1293 if (tmp->head) tmp=tmp->head;
1294 1313
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1296 (!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 {
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1322 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1324
1300 tmp = arch_to_object(spell_ob->other_arch); 1325 if (spell_ob->other_arch)
1301 tmp->x = sx; 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1302 tmp->y = sy; 1327 }
1303 insert_ob_in_map(tmp, m, op, 0); 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1304 } 1329 {
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1310 effect->x = sx; 1332 }
1311 effect->y = sy; 1333 }
1312 insert_ob_in_map(effect, m, op, 0); 1334 }
1313 } 1335 }
1314 }
1315 }
1316 }
1317 } 1336 }
1318 } 1337
1319 }
1320 op->skill = skill; 1338 op->skill = skill;
1321 return 1; 1339 return 1;
1322} 1340}
1323 1341
1324/*************************************************************************** 1342/***************************************************************************
1325 * 1343 *
1326 * CURSE 1344 * CURSE
1327 * 1345 *
1328 ***************************************************************************/ 1346 ***************************************************************************/
1329 1347int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1349{
1331 object *god = find_god(determine_god(op)); 1350 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1351 object *tmp, *force;
1333 1352
1334 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);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1354 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1355 {
1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1357 return 0;
1358 }
1341 1359
1360 tmp = tmp->head_ ();
1361
1342 /* 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. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1363 for (force = tmp->inv; force; force = force->below)
1364 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1366 {
1345 if (force->name == spell_ob->name) { 1367 if (force->name == spell_ob->name)
1346 break; 1368 {
1347 } 1369 break;
1370 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1371 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1372 {
1350 "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);
1351 spell_ob->name, force->name_pl); 1374 return 0;
1352 return 0; 1375 }
1376 }
1353 } 1377 }
1354 } 1378
1379 if (!force)
1355 } 1380 {
1356
1357 if(force==NULL) {
1358 force=get_archetype(FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name); 1383
1361 if (spell_ob->race) 1384 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1385 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1386 else
1387 force->name = spell_ob->name;
1388
1389 force->name_pl = spell_ob->name;
1390
1391 }
1392 else
1393 {
1369 int duration; 1394 int duration;
1370 1395
1371 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;
1372 if (duration > force->duration) { 1397 if (duration > force->duration)
1398 {
1373 force->duration = duration; 1399 force->duration = duration;
1374 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.");
1375 } else { 1401 }
1402 else
1376 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.");
1377 } 1404
1378 return 1; 1405 return 1;
1379 } 1406 }
1407
1380 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;
1381 force->speed = 1.0; 1409 force->speed = 1.f;
1382 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1383 SET_FLAG(force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1384 1412
1385 if(god) { 1413 if (god)
1414 {
1386 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1416 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1417 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1418 force->path_denied = god->path_denied;
1390 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);
1391 "You are a victim of %s's curse!",god->name); 1420 }
1392 } else 1421 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1422 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1423
1395 1424
1396 if(tmp!=op && op->type==PLAYER) 1425 if (tmp != op && op->type == PLAYER)
1397 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);
1398 1427
1399 force->stats.ac = spell_ob->stats.ac; 1428 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1401 1430
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1432 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1433 tmp->update_stats ();
1434
1405 return 1; 1435 return 1;
1406
1407} 1436}
1408
1409 1437
1410/********************************************************************** 1438/**********************************************************************
1411 * mood change 1439 * mood change
1412 * 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
1413 * effects monsters, it seems best to put it into this file 1441 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/ 1442 ***********************************************************************/
1415 1443
1416/* This covers the various spells that change the moods of monsters - 1444/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1445 * makes them angry, peacful, friendly, etc.
1418 */ 1446 */
1447int
1419int mood_change(object *op, object *caster, object *spell) { 1448mood_change (object *op, object *caster, object *spell)
1449{
1420 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1422 sint16 x, y, nx, ny;
1423 mapstruct *m;
1424 const char *race; 1452 const char *race;
1425 1453
1426 /* 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
1427 * doing it over and over again. 1455 * doing it over and over again.
1428 */ 1456 */
1429 god=find_god(determine_god(op)); 1457 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1458 level = casting_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1460
1433 /* 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_...
1434 * 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
1435 * won't ever match anything. 1463 * won't ever match anything.
1436 */ 1464 */
1437 if (!spell->race) race=NULL; 1465 if (!spell->race)
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1466 race = NULL;
1439 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
1440 else race = spell->race; 1472 race = spell->race;
1473
1474 unordered_mapwalk (op, -range, -range, range, range)
1441 1475 {
1476 mapspace &ms = m->at (nx, ny);
1442 1477
1443 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) {
1445
1446 done_one=0;
1447 m = op->map;
1448 nx = x;
1449 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue;
1452
1453 /* If there is nothing living on this space, no need to go further */ 1478 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1479 if (!ms.flags () & P_IS_ALIVE)
1480 continue;
1455 1481
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1482 // players can only affect spaces that they can actually see
1457 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;
1458 1487
1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1489 if (tmp->flag [FLAG_MONSTER])
1490 break;
1491
1459 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1493 if (!tmp)
1494 continue;
1461 1495
1462 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1497 head = tmp->head_ ();
1464 else head=tmp;
1465 1498
1466 /* 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 */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1500 if (race && head->race && !strstr (race, head->race))
1501 continue;
1502
1468 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;
1469 1505
1470 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1507 best_at = -1;
1472 if (spell->attacktype) { 1508 if (spell->attacktype)
1509 {
1473 for (at=0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1475 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;
1476 1514
1477 if (best_at == -1) at=0; 1515 if (best_at == -1)
1516 at = 0;
1478 else { 1517 else
1479 if (head->resist[best_at] == 100) continue;
1480 else at = head->resist[best_at] / 5;
1481 }
1482 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue;
1484 }
1485 else /* spell->attacktype */
1486 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490
1491 The chance will then be in the range [20-70] percent, not too bad.
1492
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster...
1495
1496 Ryo, august 14th
1497 */
1498 { 1518 {
1499 if ( head->level > level ) continue; 1519 if (head->resist[best_at] == 100)
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1501 /* Failed, no effect */
1502 continue; 1520 continue;
1521 else
1522 at = head->resist[best_at] / 5;
1503 } 1523 }
1504 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
1505 /* Done with saving throw. Now start effecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1506 1553
1507 /* aggravation */ 1554 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1556 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1558 remove_friendly_object (head);
1559 done_one = 1;
1560 head->enemy = op;
1561 }
1512 1562
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */ 1563 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1565 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1567 head->enemy = NULL;
1521 done_one = 1; 1568 done_one = 1;
1522 } 1569 }
1523 1570
1524 /* berserk monsters */ 1571 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1573 {
1526 SET_FLAG(head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1575 done_one = 1;
1528 } 1576 }
1577
1529 /* charm */ 1578 /* charm */
1530 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))
1531 SET_FLAG(head, FLAG_FRIENDLY); 1580 {
1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1533 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.
1534 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. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1587 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1589 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1540 done_one = 1; 1591 done_one = 1;
1541 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);
1542 head->stats.exp = 0; 1593 head->stats.exp = 0;
1543 } 1594 }
1544 1595
1545 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1597 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1548 tmp->x = nx;
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 } 1599 }
1552 } /* for y */
1553 1600
1554 return 1; 1601 return 1;
1555} 1602}
1556
1557 1603
1558/* 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
1559 * 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
1560 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1607 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1563 */ 1609 */
1564 1610void
1565void move_ball_spell(object *op) { 1611move_ball_spell (object *op)
1612{
1566 int i,j,dam_save,dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1568 object *owner; 1615 object *owner;
1569 mapstruct *m; 1616 maptile *m;
1570 1617
1571 owner = get_owner(op); 1618 owner = op->owner;
1572 1619
1573 /* 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,
1574 * 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
1575 * victim. The block immediately below more or less chooses a random 1622 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1623 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1624 * deviations.
1578 */ 1625 */
1579 1626
1580 dir = 0; 1627 dir = 0;
1581 if(!(rndm(0, 3))) 1628 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1629 j = rndm (0, 1);
1583 else j=0; 1630 else
1631 j = 0;
1584 1632
1585 for(i = 1; i < 9; i++) { 1633 for (i = 1; i < 9; i++)
1634 {
1586 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1588 */ 1637 */
1589
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1592 1640
1593 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1595 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1644 {
1597 dir = tmpdir; 1645 dir = tmpdir;
1598 break; 1646 break;
1599 } 1647 }
1600 } 1648 }
1649
1601 if (dir == 0) { 1650 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1651 {
1652 nx = op->x;
1653 ny = op->y;
1654 m = op->map;
1655 }
1606 1656
1607 remove_ob(op); 1657 m->insert (op, nx, ny, op);
1608 op->y=ny; 1658
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1659 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1660 surrounding squares */
1614 1661
1615 /* loop over current square and neighbors to hit. 1662 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1663 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1664 * the surround spaces.
1618 */ 1665 */
1619 for(j=0;j<9;j++) { 1666 for (j = 0; j < 9; j++)
1620 object *new_ob; 1667 {
1621
1622 hx = nx+freearr_x[j]; 1668 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1669 hy = ny + freearr_y[j];
1624 1670
1625 m = op->map; 1671 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1672 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1673
1628 if (mflags & P_OUT_OF_MAP) continue; 1674 if (mflags & P_OUT_OF_MAP)
1675 continue;
1629 1676
1630 /* 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
1631 * of the map either. 1678 * of the map either.
1632 */ 1679 */
1633 1680
1634 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)))
1635 if(j) op->stats.dam = dam_save/2; 1682 {
1683 if (j)
1684 op->stats.dam = dam_save / 2;
1685
1636 hit_map(op,j,op->attacktype,1); 1686 hit_map (op, j, op->attacktype, 1);
1687 }
1637 1688
1638 }
1639
1640 /* insert the other arch */ 1689 /* insert the other arch */
1641 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))))
1642 new_ob = arch_to_object(op->other_arch); 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 } 1692 }
1648 1693
1649 /* restore to the center location and damage*/ 1694 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1651 1696
1652 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);
1653 1698
1654 if(i>=0) { /* we have a preferred direction! */ 1699 if (i >= 0)
1700 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1701 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1702 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1703 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1704 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1705
1660 op->direction=i; 1706 op->direction = i;
1661 } 1707 }
1662} 1708}
1663 1709
1664
1665/* move_swarm_spell: peterm 1710/* move_swarm_spell: peterm
1666 * 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
1667 * 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
1668 * 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
1669 * 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
1670 * 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.
1671 */ 1716 */
1672 1717void
1673void move_swarm_spell(object *op) 1718move_swarm_spell (object *op)
1674{ 1719{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1720#if 0
1697 // 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 };
1698 // (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 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1723 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1724 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1725 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1726#endif
1727 object *owner = op->env;
1744 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
1745 /* 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
1746 * should just be a pointer to the spell in some inventory, 1790 * should just be a pointer to the spell in some inventory,
1747 * 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,
1748 * do some sanity checking anyways. 1792 * do some sanity checking anyways.
1749 */ 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))))
1750 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
1751 if (op->spell && op->spell->type == SPELL) 1814 if (op->spell && op->spell->type == SPELL)
1752 { 1815 {
1753 /* 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 */
1754 if (op->spell->subtype == SP_BULLET) 1817 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1818 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 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);
1758 } 1821 }
1759} 1822}
1760
1761
1762
1763 1823
1764/* fire_swarm: 1824/* fire_swarm:
1765 * The following routine creates a swarm of objects. It actually 1825 * The following routine creates a swarm of objects. It actually
1766 * sets up a specific swarm object, which then fires off all 1826 * sets up a specific swarm object, which then fires off all
1767 * the parts of the swarm. 1827 * the parts of the swarm.
1770 * caster: the caster (owner, wand, rod, scroll) 1830 * caster: the caster (owner, wand, rod, scroll)
1771 * dir: the direction everything will be fired in 1831 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1832 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1833 * n: the number to be fired.
1774 */ 1834 */
1775 1835int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1836fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1837{
1778 object *tmp;
1779 int i;
1780
1781 if (!spell->other_arch) return 0; 1838 if (!spell->other_arch)
1839 return 0;
1782 1840
1783 tmp=get_archetype(SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1784 tmp->x=op->x; 1842
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1787 set_spell_skill(op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
1788
1789 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. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1845 tmp->spell = spell->other_arch->instance ();
1791
1792 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
1793 1847
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
1796 return 1; 1850 return 1;
1797 } 1851
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1852 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1853 for (int i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1855
1802 tmp->direction=dir;
1803 tmp->invisible=1; 1856 tmp->invisible = 1;
1804 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
1805 return 1; 1864 return 1;
1806} 1865}
1807
1808 1866
1809/* See the spells documentation file for why this is its own 1867/* See the spells documentation file for why this is its own
1810 * function. 1868 * function.
1811 */ 1869 */
1870int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1871cast_light (object *op, object *caster, object *spell, int dir)
1872{
1813 object *target=NULL,*tmp=NULL; 1873 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1874 sint16 x, y;
1815 int dam, mflags; 1875 int dam, mflags;
1816 mapstruct *m; 1876 maptile *m;
1817 1877
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1879
1820 if(!dir) { 1880 if (dir)
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1822 return 0;
1823 } 1881 {
1824
1825 x=op->x+freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
1827 m = op->map; 1884 m = op->map;
1828 1885
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1887
1831 if (mflags & P_OUT_OF_MAP) { 1888 if (mflags & P_OUT_OF_MAP)
1889 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1891 return 0;
1834 } 1892 }
1835 1893
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 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)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
1898 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1900 if (target->head)
1901 target = target->head;
1902
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1843 } 1905 }
1844 } 1906 }
1845 1907
1846 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
1847 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 {
1848 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.");
1849 return 0; 1912 return 0;
1913 }
1850 } 1914 }
1851 1915
1852 /* 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 */
1853 tmp=arch_to_object(spell->other_arch); 1917 tmp = spell->other_arch->instance ();
1854 if(!tmp) { 1918 if (!tmp)
1919 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1921 return 0;
1857 } 1922 }
1923
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
1859 if (tmp->glow_radius) { 1926 if (tmp->glow_radius)
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1927 tmp->set_glow_radius (
1861 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)
1862 } 1929 );
1863 tmp->x=x; 1930
1864 tmp->y=y; 1931 if (dir)
1865 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
1866 return 1; 1936 return 1;
1867} 1937}
1868
1869
1870
1871 1938
1872/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
1873 * player and infects someone. 1940 * player and infects someone.
1874 * 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
1875 * 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
1876 * perhaps this should actually be in disease.c? 1943 * perhaps this should actually be in disease.c?
1877 */ 1944 */
1878 1945int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1946cast_cause_disease (object *op, object *caster, object *spell, int dir)
1947{
1880 sint16 x,y; 1948 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 1949 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 1950 object *walk;
1883 mapstruct *m; 1951 maptile *m;
1884 1952
1885 x = op->x; 1953 x = op->x;
1886 y = op->y; 1954 y = op->y;
1887 1955
1888 /* 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
1889 * direction the player is pointing. 1957 * direction the player is pointing.
1890 */ 1958 */
1959 if (!dir)
1891 if (!dir) dir=op->facing; 1960 dir = op->facing;
1961
1962 if (!dir)
1892 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 */
1893 1964
1894 /* Calculate these once here */ 1965 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 1966 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 1967 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 1968 dur_mod = SP_level_duration_adjust (caster, spell);
1898 1969
1899 /* search in a line for a victim */ 1970 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 1971 for (i = 1; i < range; i++)
1972 {
1901 x = op->x + i * freearr_x[dir]; 1973 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 1974 y = op->y + i * freearr_y[dir];
1903 m = op->map; 1975 m = op->map;
1904 1976
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 1977 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1978
1907 if (mflags & P_OUT_OF_MAP) return 0; 1979 if (mflags & P_OUT_OF_MAP)
1980 return 0;
1908 1981
1909 /* don't go through walls - presume diseases are airborne */ 1982 /* don't go through walls - presume diseases are airborne */
1910 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;
1911 1985
1912 /* 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 */
1913 if (mflags & P_IS_ALIVE) { 1987 if (mflags & P_IS_ALIVE)
1988 {
1914 /* search this square for a victim */ 1989 /* search this square for a victim */
1915 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)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1917 object *disease = arch_to_object(spell->other_arch); 1992 { /* found a victim */
1993 object *disease = spell->other_arch->instance ();
1918 1994
1919 set_owner(disease,op); 1995 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 1998 disease->level = casting_level (caster, spell);
1923 1999
1924 /* do level adjustments */ 2000 /* do level adjustments */
1925 if(disease->stats.wc) 2001 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2002 disease->stats.wc += dur_mod / 2;
1927 2003
1928 if(disease->magic> 0) 2004 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2005 disease->magic += dur_mod / 8;
1930 2006
1931 if(disease->stats.maxhp>0) 2007 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2008 disease->stats.maxhp += dur_mod;
1933 2009
1934 if(disease->stats.maxgrace>0) 2010 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2011 disease->stats.maxgrace += dur_mod;
1936 2012
1937 if(disease->stats.dam) { 2013 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2014 {
1939 disease->stats.dam += dam_mod; 2015 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2016 disease->stats.dam += dam_mod;
1941 } 2017 else
2018 disease->stats.dam -= dam_mod;
2019 }
1942 2020
1943 if(disease->last_sp) { 2021 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2022 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2023 disease->last_sp -= 2 * dam_mod;
1946 } 2024 if (disease->last_sp < 1)
2025 disease->last_sp = 1;
2026 }
1947 2027
1948 if(disease->stats.maxsp) { 2028 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2029 {
1950 disease->stats.maxsp += dam_mod; 2030 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2031 disease->stats.maxsp += dam_mod;
1952 } 2032 else
1953 2033 disease->stats.maxsp -= dam_mod;
2034 }
2035
1954 if(disease->stats.ac) 2036 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2037 disease->stats.ac += dam_mod;
1956 2038
1957 if(disease->last_eat) 2039 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2040 disease->last_eat -= dam_mod;
1959 2041
1960 if(disease->stats.hp) 2042 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2043 disease->stats.hp -= dam_mod;
1962 2044
1963 if(disease->stats.sp) 2045 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2046 disease->stats.sp -= dam_mod;
1965 2047
1966 if(infect_object(walk,disease,1)) { 2048 if (infect_object (walk, disease, 1))
1967 object *flash; /* visual effect for inflicting disease */ 2049 {
1968
1969 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);
1970 2051
1971 free_object(disease); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
1973 flash->x = x; 2054 return 1;
1974 flash->y = y; 2055 }
1975 flash->map = walk->map; 2056
1976 insert_ob_in_map(flash,walk->map,op,0); 2057 disease->destroy ();
1977 return 1; 2058 }
1978 } 2059 } /* if living creature */
1979 free_object(disease); 2060 } /* for range of spaces */
1980 } 2061
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2062 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2063 return 1;
1985} 2064}

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