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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.8 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.87 by root, Mon Oct 12 04:02:17 2009 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.8 2006/09/07 10:01:58 pippijn 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
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your 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 GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* 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) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 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);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* 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; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* 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 79 * 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. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 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 */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * 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 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 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; 134 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 141
144 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
150 new_bolt->duration++; 148 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164 161void
165void move_bolt(object *op) { 162move_bolt (object *op)
166 object *tmp; 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 mapstruct *m; 166 maptile *m;
170 167
171 if(--(op->duration)<0) { 168 if (--op->duration < 0)
172 remove_ob(op); 169 {
173 free_object(op); 170 op->drop_and_destroy ();
171 return;
172 }
173
174 hit_map (op, 0, op->attacktype, 1);
175
176 if (!op->direction)
177 return;
178
179 if (--op->range < 0)
180 op->range = 0;
181 else
182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
174 return; 189 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 190
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 194 * will be useful.
195 */ 195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 197 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 199 return;
201 200
202 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 203 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 204 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 205 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 206 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 207 * to the southwest.
209 */ 208 */
210 if(op->direction&1) 209 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 210 op->direction = absdir (op->direction + 4);
212 else { 211 else
212 {
213 int left, right; 213 int left, right;
214 int mflags; 214 int mflags;
215 215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 219 * op->direction-1 or op->direction+1 does not exist.
220 */ 220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 229
230 if(left==right) 230 if (left == right)
231 op->direction=absdir(op->direction+4); 231 op->direction = absdir (op->direction + 4);
232 else if(left) 232 else if (left)
233 op->direction=absdir(op->direction+2); 233 op->direction = absdir (op->direction + 2);
234 else if(right) 234 else if (right)
235 op->direction=absdir(op->direction-2); 235 op->direction = absdir (op->direction - 2);
236 } 236 }
237
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 239 return;
239 } 240 }
241 else
240 else { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 243 object *tmp = op->clone ();
242 copy_object(op,tmp); 244
245 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 246 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 248 tmp->duration++;
248 249
249 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 251 * going off in other directions.
251 */ 252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
252 255
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
258 */ 258 */
259 op->range = 0; 259 op->range = 0;
260 } /* copy object and move it along */ 260 } /* copy object and move it along */
261 } /* if move bolt along */ 261 } /* if move bolt along */
262} 262}
263 263
264/* fire_bolt 264/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 265 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 266 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 268 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
270 * pointers. 270 * pointers.
271 */ 271 */
272 272int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274{
274 object *tmp=NULL; 275 object *tmp = NULL;
275 int mflags; 276 int mflags;
276 277
277 if (!spob->other_arch) 278 if (!spob->other_arch)
278 return 0; 279 return 0;
279 280
280 tmp=arch_to_object(spob->other_arch); 281 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 282 if (tmp == NULL)
282 return 0; 283 return 0;
283 284
284 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
289 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
292 296
293 tmp->direction=dir; 297 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 299 SET_ANIMATION (tmp, dir);
296 300
297 set_owner(tmp,op); 301 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
299 303
300 tmp->x=op->x + DIRX(tmp); 304 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 305 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 306 tmp->map = op->map;
303 307
308 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 310 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 311 {
312 tmp->drop_and_destroy ();
307 return 0; 313 return 0;
308 } 314 }
315
316 tmp->map = newmap;
317
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 321 {
322 tmp->drop_and_destroy ();
312 return 0; 323 return 0;
313 } 324 }
325
314 tmp->x=op->x; 326 tmp->x = op->x;
315 tmp->y=op->y; 327 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 328 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 329 tmp->map = op->map;
318 } 330 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 333 move_bolt (tmp);
334
321 return 1; 335 return 1;
322} 336}
323
324
325 337
326/*************************************************************************** 338/***************************************************************************
327 * 339 *
328 * BULLET/BALL CODE 340 * BULLET/BALL CODE
329 * 341 *
330 ***************************************************************************/ 342 ***************************************************************************/
331 343
332/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 346 * At least that is what I think this does.
335 */ 347 */
348void
336void explosion(object *op) { 349explosion (object *op)
337 object *tmp; 350{
338 mapstruct *m=op->map; 351 maptile *m = op->map;
339 int i; 352 int i;
340 353
341 if(--(op->duration)<0) { 354 if (--op->duration < 0)
342 remove_ob(op); 355 {
343 free_object(op); 356 op->destroy ();
344 return; 357 return;
345 } 358 }
359
346 hit_map(op,0,op->attacktype,0); 360 hit_map (op, 0, op->attacktype, 0);
347 361
348 if(op->range>0) { 362 if (op->range > 0)
363 {
349 for(i=1;i<9;i++) { 364 for (i = 1; i < 9; i++)
365 {
350 sint16 dx,dy; 366 sint16 dx, dy;
351 367
352 dx=op->x+freearr_x[i]; 368 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
354 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 372 * out of map, etc.
356 */ 373 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 375 {
359 copy_object(op,tmp); 376 object *tmp = op->clone ();
377
360 tmp->state=0; 378 tmp->state = 0;
361 tmp->speed_left= -0.21; 379 tmp->speed_left = -0.21f;
362 tmp->range--; 380 tmp->range--;
363 tmp->value=0; 381 tmp->value = 0;
364 tmp->x=dx; 382
365 tmp->y=dy; 383 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 384 }
368 } 385 }
369 } 386 }
370} 387}
371
372 388
373/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
375 * explode. 391 * explode.
376 */ 392 */
393void
377void explode_bullet(object *op) 394explode_bullet (object *op)
378{ 395{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 396 object *tmp, *owner;
381 397
382 if (op->other_arch == NULL) { 398 if (!op->other_arch)
399 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 401 op->destroy ();
385 free_object (op); 402 return;
403 }
404
405 if (op->env)
406 {
407 object *env = op->outer_env ();
408
409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
412 op->destroy ();
413 return;
414 }
415
416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
417 }
418 else if (out_of_map (op->map, op->x, op->y))
419 {
420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
421 op->destroy ();
422 return;
423 }
424
425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
426 // NOTE: If this breaks something important: remove this. I can't think of anything
427 // bad at the moment that might happen from this.
428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
429 {
430 op->destroy ();
431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
386 return; 439 return;
387 } 440 }
388 441
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
428 444
429 copy_owner (tmp, op); 445 tmp->set_owner (op);
430 tmp->skill = op->skill; 446 tmp->skill = op->skill;
431 447
432 owner = get_owner(op); 448 owner = op->owner;
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449
450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
434 !tailor_god_spell(tmp, owner)) { 453 && !tailor_god_spell (tmp, owner))
435 remove_ob (op); 454 {
436 free_object (op); 455 op->destroy ();
437 return; 456 return;
438 } 457 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 458
442 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461 {
444 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 463 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 464 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 465 tmp->duration = op->duration;
448 } else { 466 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 467 else
468 {
469 if (op->attacktype & AT_MAGIC)
470 tmp->attacktype |= AT_MAGIC;
471
450 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 477 * the count of the parent should work fine.
456 */ 478 */
457 tmp->stats.maxhp = op->count; 479 tmp->stats.maxhp = op->count;
458 } 480 }
459 481
460 /* Set direction of cone explosion */ 482 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 483 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
463 485
464 /* Prevent recursion */ 486 /* Prevent recursion */
465 op->move_on = 0; 487 op->move_on = 0;
466 488
467 insert_ob_in_map(tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
468 /* remove the firebullet */ 492 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 494}
474
475
476 495
477/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
479 */ 498 */
480 499void
481void check_bullet(object *op) 500check_bullet (object *op)
482{ 501{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 502 object *tmp;
485 int dam, mflags; 503 int dam, mflags;
486 mapstruct *m; 504 maptile *m;
487 sint16 sx, sy; 505 sint16 sx, sy;
488 506
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 508
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 510 return;
493 511
494 if (op->other_arch) { 512 if (op->other_arch)
513 {
495 /* explode object will also remove op */ 514 /* explode object will also remove op */
496 explode_bullet (op); 515 explode_bullet (op);
497 return; 516 return;
498 } 517 }
499 518
500 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
502 522
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
504 { 524 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 526 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528
509 || (op->stats.dam -= dam) < 0) 529 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 { 531 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 533 {
513 free_object(op); 534 op->destroy ();
514 return; 535 return;
515 } 536 }
516 } 537 }
517 } 538 }
518 } 539 }
519} 540}
520
521 541
522/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 543 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
526 */ 546 */
527 547void
528void move_bullet(object *op) 548move_bullet (object *op)
529{ 549{
530 sint16 new_x, new_y;
531 int mflags;
532 mapstruct *m;
533
534#if 0 550#if 0
535 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
536 552
537 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 555 if (op->stats.sp == SP_METEOR)
556 {
540 replace_insert_ob_in_map("fire_trail",op); 557 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
542 return; 559 return;
543 } /* end addition. */ 560 } /* end addition. */
544#endif 561#endif
545 562
546 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 564 if (--op->range <= 0)
565 {
548 if (op->other_arch) { 566 if (op->other_arch)
549 explode_bullet (op); 567 explode_bullet (op);
550 } else { 568 else
551 remove_ob (op); 569 op->destroy ();
552 free_object (op); 570
553 }
554 return; 571 return;
572 }
573
574 mapxy pos (op);
575 pos.move (op->direction);
576
577 if (!pos.normalise ())
555 } 578 {
556 579 op->destroy ();
557 new_x = op->x + DIRX(op);
558 new_y = op->y + DIRY(op);
559 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
561
562 if (mflags & P_OUT_OF_MAP) {
563 remove_ob (op);
564 free_object (op);
565 return; 580 return;
581 }
582
583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
566 } 588 {
567
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
569 if (op->other_arch) { 589 if (op->other_arch)
570 explode_bullet (op); 590 explode_bullet (op);
571 } else { 591 else
572 remove_ob (op); 592 op->destroy ();
573 free_object (op); 593
574 }
575 return; 594 return;
576 } 595 }
577 596
578 remove_ob (op); 597 if (!(op = pos.insert (op, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 598 return;
583 599
584 if (reflwall (op->map, op->x, op->y, op)) { 600 if (reflwall (op->map, op->x, op->y, op))
601 {
585 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 603 update_turn_face (op);
587 } else { 604 }
605 else
588 check_bullet (op); 606 check_bullet (op);
589 }
590} 607}
591
592
593
594 608
595/* fire_bullet 609/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 613 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 614 * This function sets up the appropriate owner and skill
601 * pointers. 615 * pointers.
602 */ 616 */
603 617int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 618fire_bullet (object *op, object *caster, int dir, object *spob)
619{
605 object *tmp=NULL; 620 object *tmp = NULL;
606 int mflags; 621 int mflags;
607 622
608 if (!spob->other_arch) 623 if (!spob->other_arch)
609 return 0; 624 return 0;
610 625
611 tmp=arch_to_object(spob->other_arch); 626 tmp = spob->other_arch->instance ();
612 if(tmp==NULL) 627 if (!tmp)
613 return 0; 628 return 0;
614 629
615 /* peterm: level dependency for bolts */ 630 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 631 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 632 tmp->attacktype = spob->attacktype;
633 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 634 tmp->slaying = spob->slaying;
619 635
620 tmp->range = 50; 636 tmp->range = 50;
621 637
622 /* Need to store duration/range for the ball to use */ 638 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 639 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 640 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 641 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 642
627 tmp->direction=dir; 643 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 644 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 645 SET_ANIMATION (tmp, dir);
630 646
631 set_owner(tmp,op); 647 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 648 set_spell_skill (op, caster, spob, tmp);
633 649
634 tmp->x=op->x + freearr_x[dir]; 650 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 651 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 652 tmp->map = op->map;
637 653
654 maptile *newmap;
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 655 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 656 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 657 {
658 tmp->destroy ();
641 return 0; 659 return 0;
642 } 660 }
661
662 tmp->map = newmap;
663
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 664 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
665 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 666 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 667 {
668 tmp->destroy ();
646 return 0; 669 return 0;
647 } 670 }
671
648 tmp->x=op->x; 672 tmp->x = op->x;
649 tmp->y=op->y; 673 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 674 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 675 tmp->map = op->map;
652 } 676 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 677
678 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 679 check_bullet (tmp);
655 } 680
656 return 1; 681 return 1;
657} 682}
658
659
660
661 683
662/***************************************************************************** 684/*****************************************************************************
663 * 685 *
664 * CONE RELATED FUNCTIONS 686 * CONE RELATED FUNCTIONS
665 * 687 *
666 *****************************************************************************/ 688 *****************************************************************************/
667 689
668
669/* drops an object based on what is in the cone's "other_arch" */ 690/* drops an object based on what is in the cone's "other_arch" */
691void
670void cone_drop(object *op) { 692cone_drop (object *op)
693{
671 object *new_ob = arch_to_object(op->other_arch); 694 object *new_ob = arch_to_object (op->other_arch);
672 695
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 696 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 697 new_ob->set_owner (op->owner);
677 698
678 /* preserve skill ownership */ 699 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 700 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 701 new_ob->skill = op->skill;
681 } 702
682 insert_ob_in_map(new_ob,op->map,op,0); 703 new_ob->insert_at (op, op);
683
684} 704}
685 705
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 706/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 707
708void
688void move_cone(object *op) { 709move_cone (object *op)
689 int i; 710{
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */ 711 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 712 if (!op->map)
713 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 715 op->set_speed (0);
697 update_ob_speed (op); 716 return;
717 }
718
719 /* lava saves it's life, but not yours :) */
720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
721 {
722 hit_map (op, 0, op->attacktype, 0);
723 return;
724 }
725
726#if 0
727 /* Disable this - enabling it makes monsters easier, as
728 * when their cone dies when they die.
729 */
730 /* If no owner left, the spell dies out. */
731 if (op->owner == NULL)
732 {
733 op->destroy ();
734 return;
735 }
736#endif
737
738 hit_map (op, 0, op->attacktype, 0);
739
740 if (!op->is_on_map ())
741 return;
742
743 /* Check to see if we should push anything.
744 * Spell objects with weight push whatever they encounter to some
745 * degree.
746 */
747 if (op->weight)
748 {
749 check_spell_knockback (op);
750
751 if (!op->is_on_map ())
698 return; 752 return;
699 } 753 }
700 754
701 /* lava saves it's life, but not yours :) */ 755 if (op->duration-- < 0)
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 756 {
703 hit_map(op,0,op->attacktype,0); 757 op->destroy ();
704 return; 758 return;
705 } 759 }
706
707#if 0
708 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die.
710 */
711 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) {
713 remove_ob(op);
714 free_object(op);
715 return;
716 }
717#endif
718
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0);
721
722 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some
724 * degree.
725 */
726 if(op->weight) check_spell_knockback(op);
727
728 if (was_destroyed (op, tag))
729 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 }
736 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 761 * any further. When the duration above expires,
738 * then the object will get removed. 762 * then the object will get removed.
739 */ 763 */
740 if (--op->range < 0) { 764 if (--op->range < 0)
765 {
741 op->range=0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
742 return; 767 return;
768 }
769
770 for (int i = -1; i <= 1; i++)
743 } 771 {
772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
744 773
745 for(i= -1;i<2;i++) {
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
747 y=op->y+freearr_y[absdir(op->stats.sp+i)];
748
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 775 {
751 copy_object(op, tmp); 776 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 777
755 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
756 779
757 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 782
783 op->map->insert (tmp, x, y, op);
784
760 if (tmp->other_arch) cone_drop(tmp); 785 if (tmp->other_arch)
786 cone_drop (tmp);
761 } 787 }
762 } 788 }
763} 789}
764 790
765/* cast_cone: casts a cone spell. 791/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 794 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 795 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 796 * to fire.
771 * returns 0 on failure, 1 on success. 797 * returns 0 on failure, 1 on success.
772 */ 798 */
799int
773int cast_cone(object *op, object *caster,int dir, object *spell) 800cast_cone (object *op, object *caster, int dir, object *spell)
774{ 801{
775 object *tmp; 802 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 803 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 804 maptile *m;
778 sint16 sx, sy; 805 sint16 sx, sy;
779 MoveType movetype; 806 MoveType movetype;
780 807
781 if (!spell->other_arch) return 0; 808 if (!spell->other_arch)
809 return 0;
782 810
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 811 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 812 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 813 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 814 return 0;
788 } 815 }
789 816
790 if(!dir) { 817 if (!dir)
818 {
791 range_min= 0; 819 range_min = 0;
792 range_max=8; 820 range_max = 8;
793 } 821 }
794 822
795 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 825 * insert it into is blocked.
798 */ 826 */
799 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
800 828
801 for(i=range_min;i<=range_max;i++) { 829 for (i = range_min; i <= range_max; i++)
830 {
802 sint16 x,y, d; 831 sint16 x, y;
803 832
804 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 834 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 835 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 836 * to hit that person.
808 */ 837 */
809 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
810 while (d < 0) d+=8;
811 while (d > 8) d-=8;
812 839
813 /* If it's not a rune, we don't want to blast the caster. 840 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 844 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 845 * for the rune code.
819 */ 846 */
820 if (caster->type != RUNE && d==0) { 847 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 848 {
824 849 if (dir != 0)
825 x = op->x+freearr_x[d]; 850 d = 8;
826 y = op->y+freearr_y[d]; 851 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 852 continue;
853 }
830 854
855 x = op->x + freearr_x[d];
856 y = op->y + freearr_y[d];
857
858 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
859 continue;
860
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 862 continue;
833 863
834 success=1; 864 success = 1;
835 tmp=arch_to_object(spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 866 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 868 tmp->level = casting_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 869 tmp->attacktype = spell->attacktype;
842 870
843 /* holy word stuff */ 871 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 873 if (!tailor_god_spell (tmp, op))
846 } 874 return 0;
847 875
848 if(dir) 876 if (dir)
849 tmp->stats.sp=dir; 877 tmp->stats.sp = dir;
850 else 878 else
851 tmp->stats.sp=i; 879 tmp->stats.sp = i;
852 880
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 881 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 882
855 /* If casting it in all directions, it doesn't go as far */ 883 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 884 if (dir == 0)
885 {
857 tmp->range /= 4; 886 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 887 if (tmp->range < 2 && spell->range >= 2)
888 tmp->range = 2;
859 } 889 }
890
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 891 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 892 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 893
863 /* Special bonus for fear attacks */ 894 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 895 if (tmp->attacktype & AT_FEAR)
896 {
897 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 898 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 899 else
867 tmp->duration += caster->level/3; 900 tmp->duration += caster->level / 3;
868 } 901 }
902
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 903 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
904 {
905 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 906 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 907 else
872 tmp->duration += caster->level/3; 908 tmp->duration += caster->level / 3;
873 } 909 }
874 910
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 &spell->other_arch->name);
879 913
880 if (!tmp->move_on && tmp->stats.dam) { 914 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 916
917 m->insert (tmp, sx, sy, op);
918
887 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 920 * a single space too many times.
889 */ 921 */
890 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
891 923
892 if(tmp->other_arch) cone_drop(tmp); 924 if (tmp->other_arch)
925 cone_drop (tmp);
893 } 926 }
927
894 return success; 928 return success;
895} 929}
896 930
897/**************************************************************************** 931/****************************************************************************
898 * 932 *
899 * BOMB related code 933 * BOMB related code
900 * 934 *
901 ****************************************************************************/ 935 ****************************************************************************/
902 936
903
904/* This handles an exploding bomb. 937/* This handles an exploding bomb.
905 * op is the original bomb object. 938 * op is the original bomb object.
906 */ 939 */
940void
907void animate_bomb(object *op) { 941animate_bomb (object *op)
908 int i; 942{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return;
945
946 object *env = op->outer_env ();
947
948 if (op->env)
949 {
950 if (!env->map)
913 return; 951 return;
914 952
915 953 if (!(op = op->insert_at (env, op)))
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count);
924
925 remove_ob(op);
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 954 return;
940 } 955 }
941 956
957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
958 // on a safe map. I don't like this special casing, but it seems to be neccessary
959 // as bombs can be carried.
960 if (op->ms ().flags () & P_SAFE)
961 {
962 op->destroy ();
963 return;
964 }
965
942 /* This copies a lot of the code from the fire bullet, 966 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 968 * so just set up the appropriate values.
945 */ 969 */
946 at = find_archetype(SPLINT); 970 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 971 {
948 for(i=1;i<9;i++) { 972 for (int i = 1; i < 9; i++)
973 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 975 continue;
976
951 tmp = arch_to_object(at); 977 object *tmp = arch_to_object (at);
952 tmp->direction = i; 978 tmp->direction = i;
953 tmp->range = op->range; 979 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 981 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 983 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 984 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 985 tmp->skill = op->skill;
960 } 986
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 988 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 989
964 tmp->y = op->y + freearr_x[i]; 990 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 991 move_bullet (tmp);
967 } 992 }
968 } 993 }
969 994
970 explode_bullet(op); 995 explode_bullet (op);
971} 996}
972 997
998int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 999create_bomb (object *op, object *caster, int dir, object *spell)
974 1000{
975 object *tmp; 1001 object *tmp;
976 int mflags; 1002 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1004 maptile *m;
979 1005
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1007
1008 // when creating a bomb below ourself it should always work, even
1009 // when movement is blocked (somehow we got here, somehow we are here,
1010 // so we should also be able to make a bomb here). (originally added
1011 // to fix create bomb traps in doors, which cast with dir=0).
1012 if (dir)
1013 {
981 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1014 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1015 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1017 return 0;
1018 }
984 } 1019 }
1020
985 tmp=arch_to_object(spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
986 1022
987 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1024 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1025 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1026 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1027 tmp->attacktype = spell->attacktype;
992 1028
993 set_owner(tmp,op); 1029 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1030 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1031
996 tmp->y=dy; 1032 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1033 return 1;
999} 1034}
1000 1035
1001/**************************************************************************** 1036/****************************************************************************
1002 * 1037 *
1003 * smite related spell code. 1038 * smite related spell code.
1011 * dir is the direction to look in. 1046 * dir is the direction to look in.
1012 * range is how far out to look. 1047 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1048 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1049 * this info is used for blocked magic/unholy spaces.
1015 */ 1050 */
1016 1051object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1052get_pointed_target (object *op, int dir, int range, int type)
1053{
1018 object *target; 1054 object *target;
1019 sint16 x,y; 1055 sint16 x, y;
1020 int dist, mflags; 1056 int dist, mflags;
1021 mapstruct *mp; 1057 maptile *mp;
1022 1058
1023 if (dir==0) return NULL; 1059 if (dir == 0)
1024
1025 for (dist=1; dist<range; dist++) {
1026 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1030
1031 if (mflags & P_OUT_OF_MAP) return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1035
1036 if (mflags & P_IS_ALIVE) {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1039 return target;
1040 }
1041 }
1042 }
1043 }
1044 return NULL; 1060 return NULL;
1045}
1046 1061
1062 for (dist = 1; dist < range; dist++)
1063 {
1064 x = op->x + freearr_x[dir] * dist;
1065 y = op->y + freearr_y[dir] * dist;
1066 mp = op->map;
1067 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1068
1069 if (mflags & P_OUT_OF_MAP)
1070 return NULL;
1071 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1072 return NULL;
1073 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1074 return NULL;
1075 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1076 return NULL;
1077
1078 if (mflags & P_IS_ALIVE)
1079 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1080 if (QUERY_FLAG (target, FLAG_MONSTER))
1081 return target;
1082 }
1083
1084 return NULL;
1085}
1047 1086
1048/* cast_smite_arch() - the priest points to a creature and causes 1087/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1088 * a 'godly curse' to decend.
1050 * usual params - 1089 * usual params -
1051 * op = player 1090 * op = player
1052 * caster = object casting the spell. 1091 * caster = object casting the spell.
1053 * dir = direction being cast 1092 * dir = direction being cast
1054 * spell = spell object 1093 * spell = spell object
1055 */ 1094 */
1056 1095int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1096cast_smite_spell (object *op, object *caster, int dir, object *spell)
1097{
1058 object *effect, *target; 1098 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1099 object *god = find_god (determine_god (op));
1060 int range; 1100 int range;
1061 1101
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1102 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1103 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1104
1065 /* Bunch of conditions for casting this spell. Note that only 1105 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1106 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1107 * This makes this spell much more general purpose - it can be used
1068 * by wizards also, which is good, because I think this is a very 1108 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1109 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1110 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1111 * can't be friendly to your god.
1072 */ 1112 */
1073 1113
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1075 ||(!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1117 || (god && target->title == god->name)
1077 ||(target->race && god && strstr(target->race,god->race))) { 1118 || (god && target->race.contains (god->race)))
1119 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1121 return 0;
1080 } 1122 }
1081 1123
1082 if (spell->other_arch) 1124 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1084 else 1126 else
1085 return 0; 1127 return 0;
1086 1128
1087 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1133 {
1091 if(tailor_god_spell(effect,op)) 1134 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1136 else
1137 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1139 return 0;
1097 } 1140 }
1098 } 1141 }
1099 1142
1100 /* size of the area of destruction */ 1143 /* size of the area of destruction */
1101 effect->range=spell->range + 1144 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1145 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1146
1106 if (effect->attacktype & AT_DEATH) { 1147 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1148 {
1108 SP_level_dam_adjust(caster,spell); 1149 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1150
1110 /* casting death spells at undead isn't a good thing */ 1151 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1152 if (QUERY_FLAG (target, FLAG_UNDEAD))
1153 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1154 if (random_roll (0, 2, op, PREFER_LOW))
1155 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1156 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1157 effect->x = op->x;
1115 effect->y=op->y; 1158 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1159 }
1160 else
1161 {
1162 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1163 target->stats.hp = target->stats.maxhp * 2;
1164 effect->destroy ();
1165 return 0;
1123 } 1166 }
1124 } else { 1167 }
1168 }
1169 else
1170 {
1125 /* how much woe to inflict :) */ 1171 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1172 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1173 }
1129 1174
1130 set_owner(effect,op); 1175 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1176 set_spell_skill (op, caster, spell, effect);
1132 1177
1133 /* ok, tell it where to be, and insert! */ 1178 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1179 effect->insert_at (target, op);
1135 effect->y=target->y; 1180
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1181 return 1;
1139} 1182}
1140
1141 1183
1142/**************************************************************************** 1184/****************************************************************************
1143 * 1185 *
1144 * MAGIC MISSILE code. 1186 * MAGIC MISSILE code.
1145 * note that the fire_bullet is used to fire the missile. The 1187 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1188 * code here is just to move the missile.
1147 ****************************************************************************/ 1189 ****************************************************************************/
1148 1190
1149/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1192void
1150void move_missile(object *op) { 1193move_missile (object *op)
1151 int i, mflags; 1194{
1152 object *owner;
1153 sint16 new_x, new_y;
1154 mapstruct *m;
1155
1156 if (op->range-- <=0) { 1195 if (op->range-- <= 0)
1157 remove_ob(op); 1196 {
1158 free_object(op); 1197 op->drop_and_destroy ();
1159 return; 1198 return;
1199 }
1200
1201 mapxy pos (op);
1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1160 } 1205 {
1161 1206 op->destroy ();
1162 owner = get_owner(op);
1163#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive
1166 */
1167 if (owner == NULL) {
1168 remove_ob(op);
1169 free_object(op);
1170 return; 1207 return;
1208 }
1209
1210 mapspace &ms = pos.ms ();
1211
1212 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1171 } 1213 {
1172#endif
1173
1174 new_x = op->x + DIRX(op);
1175 new_y = op->y + DIRY(op);
1176
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1178
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1181 tag_t tag = op->count;
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1185 */ 1217 */
1186 if ( ! was_destroyed (op, tag)) { 1218 op->destroy ();
1187 remove_ob (op);
1188 free_object(op);
1189 }
1190 return; 1219 return;
1220 }
1221
1222 if (!op->direction)
1191 } 1223 {
1192 1224 op->destroy ();
1193 remove_ob(op);
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1195 free_object(op);
1196 return; 1225 return;
1197 } 1226 }
1198 op->x = new_x; 1227
1199 op->y = new_y; 1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1229 if (i > 0 && i != op->direction)
1230 {
1203 op->direction=i; 1231 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1205 } 1233 }
1206 insert_ob_in_map(op,op->map,op,0); 1234
1235 pos.insert (op, op);
1207} 1236}
1208 1237
1209/**************************************************************************** 1238/****************************************************************************
1210 * Destruction 1239 * Destruction
1211 ****************************************************************************/ 1240 ****************************************************************************/
1241
1212/* make_object_glow() - currently only makes living objects glow. 1242/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1243 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1244 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1245 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1246 * give them the capability to have an inventory. b.t.
1217 */ 1247 */
1218 1248int
1219int make_object_glow(object *op, int radius, int time) { 1249make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1250{
1221
1222 /* some things are unaffected... */ 1251 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1252 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1253 return 0;
1225 1254
1226 tmp=get_archetype(FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1257 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1231 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII;
1233
1234 tmp->x=op->x;
1235 tmp->y=op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1260 tmp = insert_ob_in_ob (tmp, op);
1261
1238 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1240 1264
1241 if(!tmp->env||op!=tmp->env) {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1243 &op->name);
1244 return 0;
1245 }
1246 return 1; 1265 return 1;
1247} 1266}
1248 1267
1249 1268int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1269cast_destruction (object *op, object *caster, object *spell_ob)
1253 int i,j, range, mflags, friendly=0, dam, dur; 1270{
1254 sint16 sx,sy;
1255 mapstruct *m;
1256 object *tmp;
1257 const char *skill;
1258
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1272 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1263 1274
1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1276
1264 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route.
1269 */ 1279 */
1270 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1282 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1284 else if (caster->skill)
1285 op->skill = caster->skill;
1286 else
1273 else op->skill = NULL; 1287 op->skill = 0;
1274 1288
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1276 1290
1277 for(i= -range; i<range; i++) { 1291 unordered_mapwalk (op, -range, -range, range, range)
1278 for(j=-range; j<range ; j++) { 1292 {
1279 m = op->map; 1293 mapspace &ms = m->at (nx, ny);
1280 sx = op->x + i; 1294
1281 sy = op->y + j;
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue;
1284 if (mflags & P_IS_ALIVE) { 1295 if (ms.flags () & P_IS_ALIVE)
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1298 {
1299 tmp = tmp->head_ ();
1300
1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1287 } 1303 {
1288 if (tmp) {
1289 if (tmp->head) tmp=tmp->head;
1290
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1305 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1295 if (spell_ob->other_arch) { 1308 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1310 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1312 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 }
1311 } 1315 }
1312 } 1316 }
1313 } 1317 }
1314 }
1315 } 1318 }
1319
1316 op->skill = skill; 1320 op->skill = skill;
1317 return 1; 1321 return 1;
1318} 1322}
1319 1323
1320/*************************************************************************** 1324/***************************************************************************
1321 * 1325 *
1322 * CURSE 1326 * CURSE
1323 * 1327 *
1324 ***************************************************************************/ 1328 ***************************************************************************/
1325 1329
1330int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1331cast_curse (object *op, object *caster, object *spell_ob, int dir)
1332{
1327 object *god = find_god(determine_god(op)); 1333 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1334 object *tmp, *force;
1329 1335
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1336 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1337 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1338 {
1334 "There is no one in that direction to curse."); 1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1340 return 0;
1336 } 1341 }
1337 1342
1343 tmp = tmp->head_ ();
1344
1338 /* If we've already got a force of this type, don't add a new one. */ 1345 /* If we've already got a force of this type, don't add a new one. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1346 for (force = tmp->inv; force; force = force->below)
1347 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1349 {
1341 if (force->name == spell_ob->name) { 1350 if (force->name == spell_ob->name)
1351 {
1342 break; 1352 break;
1343 } 1353 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1354 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1355 {
1346 "You can not cast %s while %s is in effect", 1356 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1357 return 0;
1349 } 1358 }
1350 } 1359 }
1351 } 1360 }
1352 1361
1353 if(force==NULL) { 1362 if (!force)
1363 {
1354 force=get_archetype(FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1356 if (spell_ob->race) 1367 if (spell_ob->race)
1357 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1358 else 1369 else
1359 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1360 1371
1361 force->name_pl = spell_ob->name; 1372 force->name_pl = spell_ob->name;
1362 1373
1363 } else { 1374 }
1375 else
1376 {
1364 int duration; 1377 int duration;
1365 1378
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1379 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1380 if (duration > force->duration)
1381 {
1368 force->duration = duration; 1382 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1383 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1384 }
1370 } else { 1385 else
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1387
1373 return 1; 1388 return 1;
1374 } 1389 }
1390
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1391 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1392 force->speed = 1.f;
1377 force->speed_left = -1.0; 1393 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1379 1395
1380 if(god) { 1396 if (god)
1397 {
1381 if (spell_ob->last_grace) 1398 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1399 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1401 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1402 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1386 "You are a victim of %s's curse!", &god->name); 1403 }
1387 } else 1404 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1406
1390 1407
1391 if(tmp!=op && op->type==PLAYER) 1408 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1409 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1410
1394 force->stats.ac = spell_ob->stats.ac; 1411 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1396 1413
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1415 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1416 tmp->update_stats ();
1400 return 1; 1417 return 1;
1401 1418
1402} 1419}
1403
1404 1420
1405/********************************************************************** 1421/**********************************************************************
1406 * mood change 1422 * mood change
1407 * Arguably, this may or may not be an attack spell. But since it 1423 * Arguably, this may or may not be an attack spell. But since it
1408 * effects monsters, it seems best to put it into this file 1424 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1425 ***********************************************************************/
1410 1426
1411/* This covers the various spells that change the moods of monsters - 1427/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1428 * makes them angry, peacful, friendly, etc.
1413 */ 1429 */
1430int
1414int mood_change(object *op, object *caster, object *spell) { 1431mood_change (object *op, object *caster, object *spell)
1432{
1415 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1417 sint16 x, y, nx, ny;
1418 mapstruct *m;
1419 const char *race; 1435 const char *race;
1420 1436
1421 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1438 * doing it over and over again.
1423 */ 1439 */
1424 god=find_god(determine_god(op)); 1440 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1441 level = casting_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1443
1428 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1446 * won't ever match anything.
1431 */ 1447 */
1432 if (!spell->race) race=NULL; 1448 if (!spell->race)
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1449 race = NULL;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1451 race = god->slaying;
1452 else if (god && spell->race == shstr_GOD_FRIEND)
1453 race = god->race;
1454 else
1435 else race = spell->race; 1455 race = spell->race;
1456
1457 unordered_mapwalk (op, -range, -range, range, range)
1436 1458 {
1459 mapspace &ms = m->at (nx, ny);
1437 1460
1438 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) {
1440
1441 done_one=0;
1442 m = op->map;
1443 nx = x;
1444 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue;
1447
1448 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1462 if (!ms.flags () & P_IS_ALIVE)
1463 continue;
1450 1464
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1465 // players can only affect spaces that they can actually see
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1466 if (caster
1467 && caster->contr
1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1469 continue;
1453 1470
1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1472 if (tmp->flag [FLAG_MONSTER])
1473 break;
1474
1454 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1476 if (!tmp)
1477 continue;
1456 1478
1457 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1480 head = tmp->head_ ();
1459 else head=tmp;
1460 1481
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1483 if (race && head->race && !strstr (race, head->race))
1484 continue;
1485
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1487 continue;
1464 1488
1465 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1490 best_at = -1;
1467 if (spell->attacktype) { 1491 if (spell->attacktype)
1492 {
1468 for (at=0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1496 best_at = at;
1471 1497
1472 if (best_at == -1) at=0; 1498 if (best_at == -1)
1499 at = 0;
1500 else
1501 {
1502 if (head->resist[best_at] == 100)
1503 continue;
1473 else { 1504 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1476 }
1477 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue;
1479 } 1506 }
1507
1508 at -= level / 5;
1509 if (did_make_save (head, head->level, at))
1510 continue;
1511 }
1480 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1513 {
1481 /* 1514 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1518
1486 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1487 1520
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1522 charm a level 125 monster...
1490 1523
1491 Ryo, august 14th 1524 Ryo, august 14th
1492 */ 1525 */
1493 {
1494 if ( head->level > level ) continue; 1526 if (head->level > level)
1527 continue;
1528
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1530 /* Failed, no effect */
1497 continue; 1531 continue;
1498 } 1532 }
1499 1533
1500 /* Done with saving throw. Now start effecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1501 1536
1502 /* aggravation */ 1537 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1539 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1541 remove_friendly_object (head);
1507
1508 done_one = 1; 1542 done_one = 1;
1509 head->enemy = op; 1543 head->enemy = op;
1510 } 1544 }
1511 1545
1512 /* calm monsters */ 1546 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1548 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1550 head->enemy = NULL;
1516 done_one = 1; 1551 done_one = 1;
1517 } 1552 }
1518 1553
1519 /* berserk monsters */ 1554 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1556 {
1521 SET_FLAG(head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1558 done_one = 1;
1523 } 1559 }
1560
1524 /* charm */ 1561 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1563 {
1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1570 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1572 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1535 done_one = 1; 1574 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1576 head->stats.exp = 0;
1538 } 1577 }
1539 1578
1540 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1580 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1582 }
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1583
1549 return 1; 1584 return 1;
1550} 1585}
1551
1552 1586
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1590 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1558 */ 1592 */
1559 1593void
1560void move_ball_spell(object *op) { 1594move_ball_spell (object *op)
1595{
1561 int i,j,dam_save,dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1563 object *owner; 1598 object *owner;
1564 mapstruct *m; 1599 maptile *m;
1565 1600
1566 owner = get_owner(op); 1601 owner = op->owner;
1567 1602
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1603 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1604 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1605 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1606 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1607 * deviations.
1573 */ 1608 */
1574 1609
1575 dir = 0; 1610 dir = 0;
1576 if(!(rndm(0, 3))) 1611 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1612 j = rndm (0, 1);
1578 else j=0; 1613 else
1614 j = 0;
1579 1615
1580 for(i = 1; i < 9; i++) { 1616 for (i = 1; i < 9; i++)
1617 {
1581 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1583 */ 1620 */
1584
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1587 1623
1588 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1626 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))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1627 {
1592 dir = tmpdir; 1628 dir = tmpdir;
1593 break; 1629 break;
1594 } 1630 }
1595 } 1631 }
1632
1596 if (dir == 0) { 1633 if (dir == 0)
1634 {
1597 nx = op->x; 1635 nx = op->x;
1598 ny = op->y; 1636 ny = op->y;
1599 m = op->map; 1637 m = op->map;
1600 } 1638 }
1601 1639
1602 remove_ob(op); 1640 m->insert (op, nx, ny, op);
1603 op->y=ny; 1641
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1642 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1643 surrounding squares */
1609 1644
1610 /* loop over current square and neighbors to hit. 1645 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1646 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1647 * the surround spaces.
1613 */ 1648 */
1614 for(j=0;j<9;j++) { 1649 for (j = 0; j < 9; j++)
1615 object *new_ob; 1650 {
1616
1617 hx = nx+freearr_x[j]; 1651 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1652 hy = ny + freearr_y[j];
1619 1653
1620 m = op->map; 1654 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1655 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1656
1623 if (mflags & P_OUT_OF_MAP) continue; 1657 if (mflags & P_OUT_OF_MAP)
1658 continue;
1624 1659
1625 /* first, don't ever, ever hit the owner. Don't hit out 1660 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1661 * of the map either.
1627 */ 1662 */
1628 1663
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1665 {
1666 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1667 op->stats.dam = dam_save / 2;
1668
1631 hit_map(op,j,op->attacktype,1); 1669 hit_map (op, j, op->attacktype, 1);
1632
1633 } 1670 }
1634 1671
1635 /* insert the other arch */ 1672 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1637 new_ob = arch_to_object(op->other_arch); 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1675 }
1643 1676
1644 /* restore to the center location and damage*/ 1677 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1646 1679
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1680 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1681
1649 if(i>=0) { /* we have a preferred direction! */ 1682 if (i >= 0)
1683 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1684 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1685 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1686 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1687 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1688
1655 op->direction=i; 1689 op->direction = i;
1656 } 1690 }
1657} 1691}
1658 1692
1659
1660/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1661 * This is an implementation of the swarm spell. It was written for 1694 * This is an implementation of the swarm spell. It was written for
1662 * meteor swarm, but it could be used for any swarm. A swarm spell 1695 * meteor swarm, but it could be used for any swarm. A swarm spell
1663 * is a special type of object that casts swarms of other types 1696 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1697 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1698 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1699 */
1667 1700void
1668void move_swarm_spell(object *op) 1701move_swarm_spell (object *op)
1669{ 1702{
1670#if 0 1703#if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1672 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1705 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1673 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir; 1707 int adjustdir;
1675 mapstruct *m; 1708 maptile *m;
1676#endif 1709#endif
1677 int basedir; 1710 object *owner = op->env;
1678 object *owner;
1679 1711
1680 owner = get_owner(op); 1712 if (!owner) // MUST not happen, remove when true TODO
1681 if(op->duration == 0 || owner == NULL) { 1713 {
1682 remove_ob(op); 1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1683 free_object(op); 1715 op->destroy ();
1684 return; 1716 return;
1717 }
1718
1719 if (!op->duration || !owner->is_on_map ())
1685 } 1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1686 op->duration--; 1725 op->duration--;
1687 1726
1688 basedir = op->direction; 1727 int basedir = op->direction;
1689 if(basedir == 0) { 1728 if (!basedir)
1729 {
1690 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1692 } 1733 }
1693 1734
1694#if 0 1735#if 0
1695 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1738 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space. 1739 // space.
1699 // should be fixed later, but correctness before featurs... 1740 // should be fixed later, but correctness before features...
1700 // (schmorp) 1741 // (schmorp)
1701 1742
1702 /* new offset calculation to make swarm element distribution 1743 /* new offset calculation to make swarm element distribution
1703 * more uniform 1744 * more uniform
1704 */ 1745 */
1705 if(op->duration) { 1746 if (op->duration)
1747 {
1706 if(basedir & 1) { 1748 if (basedir & 1)
1749 {
1707 adjustdir = cardinal_adjust[rndm(0, 8)]; 1750 adjustdir = cardinal_adjust[rndm (0, 8)];
1751 }
1708 } else { 1752 else
1753 {
1709 adjustdir = diagonal_adjust[rndm(0, 9)]; 1754 adjustdir = diagonal_adjust[rndm (0, 9)];
1710 } 1755 }
1711 } else { 1756 }
1757 else
1758 {
1712 adjustdir = 0; /* fire the last one from forward. */ 1759 adjustdir = 0; /* fire the last one from forward. */
1713 } 1760 }
1714 1761
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; 1762 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; 1763 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1717 1764
1718 /* back up one space so we can hit point-blank targets, but this 1765 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below 1766 * necessitates extra out_of_map check below
1720 */ 1767 */
1721 origin_x = target_x - freearr_x[basedir]; 1768 origin_x = target_x - freearr_x[basedir];
1722 origin_y = target_y - freearr_y[basedir]; 1769 origin_y = target_y - freearr_y[basedir];
1723 1770
1724 1771
1725 /* spell pointer is set up for the spell this casts. Since this 1772 /* spell pointer is set up for the spell this casts. Since this
1726 * should just be a pointer to the spell in some inventory, 1773 * should just be a pointer to the spell in some inventory,
1727 * it is unlikely to disappear by the time we need it. However, 1774 * it is unlikely to disappear by the time we need it. However,
1728 * do some sanity checking anyways. 1775 * do some sanity checking anyways.
1729 */ 1776 */
1730 1777
1731 if (op->spell && op->spell->type == SPELL && 1778 if (op->spell && op->spell->type == SPELL &&
1732 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && 1779 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1733 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) { 1780 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1781 {
1734 1782
1735 /* Bullet spells have a bunch more customization that needs to be done */ 1783 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET) 1784 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell); 1785 fire_bullet (owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1786 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); 1787 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 } 1788 }
1741#endif 1789#endif
1742 1790
1743 /* spell pointer is set up for the spell this casts. Since this 1791 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory, 1792 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However, 1793 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways. 1794 * do some sanity checking anyways.
1747 */ 1795 */
1748 1796
1749 if (op->spell && op->spell->type == SPELL) 1797 if (op->spell && op->spell->type == SPELL)
1750 { 1798 {
1751 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1752 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1756 } 1804 }
1757} 1805}
1758
1759
1760
1761 1806
1762/* fire_swarm: 1807/* fire_swarm:
1763 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1764 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1765 * the parts of the swarm. 1810 * the parts of the swarm.
1768 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1769 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1771 * n: the number to be fired. 1816 * n: the number to be fired.
1772 */ 1817 */
1773 1818int
1774int fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1775{ 1820{
1776 object *tmp;
1777 int i;
1778
1779 if (!spell->other_arch) return 0; 1821 if (!spell->other_arch)
1822 return 0;
1780 1823
1781 tmp=get_archetype(SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1782 tmp->x=op->x; 1825
1783 tmp->y=op->y;
1784 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1785 set_spell_skill(op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1786
1787 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1788 tmp->spell = arch_to_object(spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1789
1790 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1791 1830
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1793 if ( ! tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1794 return 1; 1833 return 1;
1795 } 1834
1796 tmp->duration = SP_level_duration_adjust(caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1797 for (i=0; i< spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1799 1838
1800 tmp->direction=dir;
1801 tmp->invisible=1; 1839 tmp->invisible = 1;
1802 insert_ob_in_map(tmp,op->map,op,0); 1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1841 tmp->direction = dir;
1842 tmp->facing = rndm (1, 8); // initial firing direction
1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1844
1845 op->insert (tmp);
1846
1803 return 1; 1847 return 1;
1804} 1848}
1805
1806 1849
1807/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1808 * function. 1851 * function.
1809 */ 1852 */
1853int
1810int cast_light(object *op,object *caster,object *spell, int dir) { 1854cast_light (object *op, object *caster, object *spell, int dir)
1855{
1811 object *target=NULL,*tmp=NULL; 1856 object *target = NULL, *tmp = NULL;
1812 sint16 x,y; 1857 sint16 x, y;
1813 int dam, mflags; 1858 int dam, mflags;
1814 mapstruct *m; 1859 maptile *m;
1815 1860
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1862
1818 if(!dir) { 1863 if (dir)
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1820 return 0;
1821 } 1864 {
1822
1823 x=op->x+freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1824 y=op->y+freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1825 m = op->map; 1867 m = op->map;
1826 1868
1827 mflags = get_map_flags(m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1828 1870
1829 if (mflags & P_OUT_OF_MAP) { 1871 if (mflags & P_OUT_OF_MAP)
1872 {
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1831 return 0; 1874 return 0;
1832 } 1875 }
1833 1876
1834 if (mflags & P_IS_ALIVE && spell->attacktype) { 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1878 {
1835 for(target=get_map_ob(m,x,y);target;target=target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1881 {
1837 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1883 if (target->head)
1838 if(target->head) target = target->head; 1884 target = target->head;
1885
1839 (void) hit_player(target,dam,op,spell->attacktype,1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1840 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1841 } 1888 }
1842 } 1889 }
1843 1890
1844 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1845 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1893 {
1846 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1847 return 0; 1895 return 0;
1896 }
1848 } 1897 }
1849 1898
1850 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1851 tmp=arch_to_object(spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1852 if(!tmp) { 1901 if (!tmp)
1902 {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1854 return 0; 1904 return 0;
1855 } 1905 }
1906
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1857 if (tmp->glow_radius) { 1909 if (tmp->glow_radius)
1858 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1910 tmp->set_glow_radius (
1859 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1860 } 1912 );
1861 tmp->x=x; 1913
1862 tmp->y=y; 1914 if (dir)
1863 insert_ob_in_map(tmp,m,op,0); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1864 return 1; 1919 return 1;
1865} 1920}
1866
1867
1868
1869 1921
1870/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1871 * player and infects someone. 1923 * player and infects someone.
1872 * op is the player/monster, caster is the object, dir is the direction 1924 * op is the player/monster, caster is the object, dir is the direction
1873 * to cast, disease_arch is the specific disease, and type is the spell number 1925 * to cast, disease_arch is the specific disease, and type is the spell number
1874 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
1875 */ 1927 */
1876 1928int
1877int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
1930{
1878 sint16 x,y; 1931 sint16 x, y;
1879 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk; 1933 object *walk;
1881 mapstruct *m; 1934 maptile *m;
1882 1935
1883 x = op->x; 1936 x = op->x;
1884 y = op->y; 1937 y = op->y;
1885 1938
1886 /* If casting from a scroll, no direction will be available, so refer to the 1939 /* If casting from a scroll, no direction will be available, so refer to the
1887 * direction the player is pointing. 1940 * direction the player is pointing.
1888 */ 1941 */
1942 if (!dir)
1889 if (!dir) dir=op->facing; 1943 dir = op->facing;
1944
1945 if (!dir)
1890 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1946 return 0; /* won't find anything if casting on ourself, so just return */
1891 1947
1892 /* Calculate these once here */ 1948 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell); 1950 dam_mod = SP_level_dam_adjust (caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell); 1951 dur_mod = SP_level_duration_adjust (caster, spell);
1896 1952
1897 /* search in a line for a victim */ 1953 /* search in a line for a victim */
1898 for(i=1; i<range; i++) { 1954 for (i = 1; i < range; i++)
1955 {
1899 x = op->x + i * freearr_x[dir]; 1956 x = op->x + i * freearr_x[dir];
1900 y = op->y + i * freearr_y[dir]; 1957 y = op->y + i * freearr_y[dir];
1901 m = op->map; 1958 m = op->map;
1902 1959
1903 mflags = get_map_flags(m, &m, x, y, &x, &y); 1960 mflags = get_map_flags (m, &m, x, y, &x, &y);
1904 1961
1905 if (mflags & P_OUT_OF_MAP) return 0; 1962 if (mflags & P_OUT_OF_MAP)
1963 return 0;
1906 1964
1907 /* don't go through walls - presume diseases are airborne */ 1965 /* don't go through walls - presume diseases are airborne */
1908 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1966 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1967 return 0;
1909 1968
1910 /* Only bother looking on this space if there is something living here */ 1969 /* Only bother looking on this space if there is something living here */
1911 if (mflags & P_IS_ALIVE) { 1970 if (mflags & P_IS_ALIVE)
1971 {
1912 /* search this square for a victim */ 1972 /* search this square for a victim */
1913 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1973 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1914 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1974 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1975 { /* found a victim */
1915 object *disease = arch_to_object(spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
1916 1977
1917 set_owner(disease,op); 1978 disease->set_owner (op);
1918 set_spell_skill(op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
1919 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell); 1981 disease->level = casting_level (caster, spell);
1921 1982
1922 /* do level adjustments */ 1983 /* do level adjustments */
1923 if(disease->stats.wc) 1984 if (disease->stats.wc)
1924 disease->stats.wc += dur_mod/2; 1985 disease->stats.wc += dur_mod / 2;
1925 1986
1926 if(disease->magic> 0) 1987 if (disease->magic > 0)
1927 disease->magic += dur_mod/4; 1988 disease->magic += dur_mod / 8;
1928 1989
1929 if(disease->stats.maxhp>0) 1990 if (disease->stats.maxhp > 0)
1930 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
1931 1992
1932 if(disease->stats.maxgrace>0) 1993 if (disease->stats.maxgrace > 0)
1933 disease->stats.maxgrace += dur_mod; 1994 disease->stats.maxgrace += dur_mod;
1934 1995
1935 if(disease->stats.dam) { 1996 if (disease->stats.dam)
1936 if(disease->stats.dam > 0)
1937 disease->stats.dam += dam_mod;
1938 else disease->stats.dam -= dam_mod;
1939 }
1940
1941 if(disease->last_sp) {
1942 disease->last_sp -= 2*dam_mod;
1943 if(disease->last_sp <1) disease->last_sp = 1;
1944 }
1945
1946 if(disease->stats.maxsp) {
1947 if(disease->stats.maxsp > 0)
1948 disease->stats.maxsp += dam_mod;
1949 else disease->stats.maxsp -= dam_mod;
1950 }
1951 1997 {
1952 if(disease->stats.ac) 1998 if (disease->stats.dam > 0)
1953 disease->stats.ac += dam_mod; 1999 disease->stats.dam += dam_mod;
1954 2000 else
1955 if(disease->last_eat)
1956 disease->last_eat -= dam_mod;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod; 2001 disease->stats.dam -= dam_mod;
1960
1961 if(disease->stats.sp)
1962 disease->stats.sp -= dam_mod;
1963
1964 if(infect_object(walk,disease,1)) {
1965 object *flash; /* visual effect for inflicting disease */
1966
1967 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1968
1969 free_object(disease); /* don't need this one anymore */
1970 flash=get_archetype(ARCH_DETECT_MAGIC);
1971 flash->x = x;
1972 flash->y = y;
1973 flash->map = walk->map;
1974 insert_ob_in_map(flash,walk->map,op,0);
1975 return 1;
1976 } 2002 }
1977 free_object(disease); 2003
2004 if (disease->last_sp)
2005 {
2006 disease->last_sp -= 2 * dam_mod;
2007 if (disease->last_sp < 1)
2008 disease->last_sp = 1;
1978 } 2009 }
2010
2011 if (disease->stats.maxsp)
2012 {
2013 if (disease->stats.maxsp > 0)
2014 disease->stats.maxsp += dam_mod;
2015 else
2016 disease->stats.maxsp -= dam_mod;
2017 }
2018
2019 if (disease->stats.ac)
2020 disease->stats.ac += dam_mod;
2021
2022 if (disease->last_eat)
2023 disease->last_eat -= dam_mod;
2024
2025 if (disease->stats.hp)
2026 disease->stats.hp -= dam_mod;
2027
2028 if (disease->stats.sp)
2029 disease->stats.sp -= dam_mod;
2030
2031 if (infect_object (walk, disease, 1))
2032 {
2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2034
2035 disease->destroy (); /* don't need this one anymore */
2036 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2037 return 1;
2038 }
2039
2040 disease->destroy ();
2041 }
1979 } /* if living creature */ 2042 } /* if living creature */
1980 } /* for range of spaces */ 2043 } /* for range of spaces */
2044
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1982 return 1; 2046 return 1;
1983} 2047}

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