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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.118 by root, Sun Nov 18 15:19:48 2018 UTC

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

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