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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 1.75 by root, Sun Dec 28 08:08:25 2008 UTC

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

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