ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.3 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.102 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.3 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42static void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 44{
52 int weight_move; 45 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 47
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 48 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 50 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 51 return;
58 }else{ 52 }
53 else
54 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 57 }
62 58
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 60 {
65 int num_sections = 1; 61 int num_sections = 1;
66 62
67 /* don't move DM */ 63 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
69 return; 65 return;
70 66
71 /* don't move parts of objects */ 67 /* don't move parts of objects */
72 if(tmp->head) continue; 68 if (tmp->head)
69 continue;
73 70
74 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 72 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
83 */ 82 */
84 83
85 /* surface area? -tm */ 84 /* surface area? -tm */
86 85
87 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
89 88
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* move it. */
91 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
93 * also be safe for objects. 93 * also be safe for objects.
94 * This does return if successful or not, but 94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
96 * right now. 96 * right now.
97 */ 97 */
98 move_object(tmp, absdir(op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
99 } 99 }
100 100
101 } 101 }
102} 102}
103 103
104/*************************************************************************** 104/***************************************************************************
105 * 105 *
106 * BOLT CODE 106 * BOLT CODE
107 * 107 *
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113 113static void
114void forklightning(object *op, object *tmp) { 114forklightning (object *op, object *tmp)
115{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 118 maptile *m;
118 sint16 sx,sy; 119 sint16 sx, sy;
119 object *new_bolt; 120 object *new_bolt;
120 121
121 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 124 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 125 * down to 0 for one going 90 degrees left off original path
125 */ 126 */
126 127
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 128 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 129 new_dir = -1;
129 130
130 /* check the new dir for a wall and in the map*/ 131 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
132 133
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 134 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 135 return;
135 return;
136 136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 138 return;
139 139
140 /* OK, we made a fork */ 140 /* OK, we made a fork */
141 new_bolt = get_object(); 141 new_bolt = tmp->clone ();
142 142
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 153 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 156 update_turn_face (new_bolt);
160} 157}
161 158
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
164 */ 161 */
165 162void
166void move_bolt(object *op) { 163move_bolt (object *op)
167 object *tmp; 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 mapstruct *m; 167 maptile *m;
171 168
172 if(--(op->duration)<0) { 169 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 170 {
171 op->drop_and_destroy ();
172 return;
173 }
174
177 hit_map(op,0,op->attacktype,1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
179 if(!op->direction) 177 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 178 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 179
250 /* New forking code. Possibly create forks of this object 180 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 181 op->range = 0;
261 } /* copy object and move it along */ 182 else
262 } /* if move bolt along */ 183 {
184 x = op->x + DIRX (op);
185 y = op->y + DIRY (op);
186 m = op->map;
187 mflags = get_map_flags (m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP)
190 return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
198 {
199 if (!op->flag [FLAG_REFLECTING])
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if (op->direction & 1)
211 op->direction = absdir (op->direction + 4);
212 else
213 {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
226
227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230
231 if (left == right)
232 op->direction = absdir (op->direction + 4);
233 else if (left)
234 op->direction = absdir (op->direction + 2);
235 else if (right)
236 op->direction = absdir (op->direction - 2);
237 }
238
239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
240 return;
241 }
242 else
243 { /* Create a copy of this object and put it ahead */
244 object *tmp = op->clone ();
245
246 m->insert (tmp, x, y, op);
247 tmp->speed_left = -0.1f;
248 /* To make up for the decrease at the top of the function */
249 tmp->duration++;
250
251 /* New forking code. Possibly create forks of this object
252 * going off in other directions.
253 */
254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */
256
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0;
261 } /* copy object and move it along */
262 } /* if move bolt along */
263} 263}
264 264
265/* fire_bolt 265/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 266 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 267 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 269 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
271 * pointers. 271 * pointers.
272 */ 272 */
273 273int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
275{
275 object *tmp=NULL; 276 object *tmp = NULL;
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp=arch_to_object(spob->other_arch); 282 tmp = spob->other_arch->instance ();
282 if(tmp==NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 289
290 if (spob->slaying)
291 tmp->slaying = spob->slaying;
292
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
293 297
294 tmp->direction=dir; 298 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
296 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
297 301
298 set_owner(tmp,op); 302 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
300 304
301 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 307 tmp->map = op->map;
304 308
309 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 312 {
313 tmp->drop_and_destroy ();
314 return 0;
315 }
316
317 tmp->map = newmap;
318
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 {
312 free_object(tmp); 321 if (!tmp->flag [FLAG_REFLECTING])
322 {
323 tmp->drop_and_destroy ();
313 return 0; 324 return 0;
314 } 325 }
315 tmp->x=op->x; 326
316 tmp->y=op->y; 327 tmp->x = op->x;
328 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 329 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 330 tmp->map = op->map;
319 } 331 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 334 move_bolt (tmp);
335
322 return 1; 336 return 1;
323} 337}
324
325
326 338
327/*************************************************************************** 339/***************************************************************************
328 * 340 *
329 * BULLET/BALL CODE 341 * BULLET/BALL CODE
330 * 342 *
331 ***************************************************************************/ 343 ***************************************************************************/
332 344
333/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 347 * At least that is what I think this does.
336 */ 348 */
349void
337void explosion(object *op) { 350explosion (object *op)
338 object *tmp; 351{
339 mapstruct *m=op->map; 352 maptile *m = op->map;
340 int i; 353 int i;
341 354
342 if(--(op->duration)<0) { 355 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 356 {
357 op->destroy ();
358 return;
359 }
360
347 hit_map(op,0,op->attacktype,0); 361 hit_map (op, 0, op->attacktype, 0);
348 362
349 if(op->range>0) { 363 if (op->range > 0)
350 for(i=1;i<9;i++) { 364 {
365 for (i = 1; i < 9; i++)
366 {
351 sint16 dx,dy; 367 sint16 dx, dy;
352 368
353 dx=op->x+freearr_x[i]; 369 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
355 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 373 * out of map, etc.
357 */ 374 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 376 {
360 copy_object(op,tmp); 377 object *tmp = op->clone ();
361 tmp->state=0; 378
362 tmp->speed_left= -0.21; 379 tmp->state = 0;
363 tmp->range--; 380 tmp->speed_left = -0.21f;
364 tmp->value=0; 381 tmp->range--;
365 tmp->x=dx; 382 tmp->value = 0;
366 tmp->y=dy; 383
367 insert_ob_in_map(tmp,m,op,0); 384 m->insert (tmp, dx, dy, op);
385 }
386 }
368 } 387 }
369 }
370 }
371} 388}
372
373 389
374/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
376 * explode. 392 * explode.
377 */ 393 */
394static void
378void explode_bullet(object *op) 395explode_bullet (object *op)
379{ 396{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 397 object *tmp, *owner;
382 398
383 if (op->other_arch == NULL) { 399 if (!op->other_arch)
400 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 402 op->destroy ();
386 free_object (op); 403 return;
387 return;
388 } 404 }
389 405
390 if (op->env) { 406 if (op->env)
391 object *env; 407 {
408 object *env = op->outer_env ();
392 409
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 410 if (!env->map || out_of_map (env->map, env->x, env->y))
411 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 413 op->destroy ();
397 free_object (op);
398 return; 414 return;
399 } 415 }
400 remove_ob (op); 416
401 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 418 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 419 else if (out_of_map (op->map, op->x, op->y))
420 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 422 op->destroy ();
407 free_object (op); 423 return;
408 return;
409 } 424 }
410 425
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 427 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 430 {
416 remove_ob (op); 431 op->destroy ();
417 free_object (op); 432 return;
433 }
434
435 if (op->attacktype)
436 {
437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ())
418 return; 440 return;
419 } 441 }
420 442
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
429 445
430 copy_owner (tmp, op); 446 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 448
434 owner = get_owner(op); 449 owner = op->owner;
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450
451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
436 !tailor_god_spell(tmp, owner)) { 454 && !tailor_god_spell (tmp, owner))
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 455 {
441 tmp->x = op->x; 456 op->destroy ();
442 tmp->y = op->y; 457 return;
458 }
443 459
444 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462 {
446 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 464 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 465 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 466 tmp->duration = op->duration;
450 } else { 467 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 468 else
469 {
470 if (op->attacktype & AT_MAGIC)
471 tmp->attacktype |= AT_MAGIC;
472
452 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 477 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 478 * the count of the parent should work fine.
458 */ 479 */
459 tmp->stats.maxhp = op->count; 480 tmp->stats.maxhp = op->count;
460 } 481 }
461 482
462 /* Set direction of cone explosion */ 483 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 484 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
465 486
466 /* Prevent recursion */ 487 /* Prevent recursion */
467 op->move_on = 0; 488 op->move_on = 0;
468 489
469 insert_ob_in_map(tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
470 /* remove the firebullet */ 493 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 495}
476
477
478 496
479/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
481 */ 499 */
482 500void
483void check_bullet(object *op) 501check_bullet (object *op)
484{ 502{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 503 object *tmp;
487 int dam, mflags; 504 int dam, mflags;
488 mapstruct *m; 505 maptile *m;
489 sint16 sx, sy; 506 sint16 sx, sy;
490 507
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 509
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 511 return;
495 512
496 if (op->other_arch) { 513 if (op->other_arch)
514 {
497 /* explode object will also remove op */ 515 /* explode object will also remove op */
498 explode_bullet (op); 516 explode_bullet (op);
499 return; 517 return;
500 } 518 }
501 519
502 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
504 523
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
506 { 525 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (tmp->flag [FLAG_ALIVE])
508 tmp_tag = tmp->count; 527 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529
511 || (op->stats.dam -= dam) < 0) 530 // TODO: can't understand the following if's
531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
512 { 532 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 533 if (!op->flag [FLAG_REMOVED])
514 remove_ob (op); 534 {
515 free_object(op); 535 op->destroy ();
516 return; 536 return;
517 } 537 }
518 } 538 }
519 } 539 }
520 } 540 }
521} 541}
522
523 542
524/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 544 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
528 */ 547 */
529 548void
530void move_bullet(object *op) 549move_bullet (object *op)
531{ 550{
532 sint16 new_x, new_y;
533 int mflags;
534 mapstruct *m;
535
536#if 0 551#if 0
537 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
538 553
539 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
542 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
544 return; 560 return;
545 } /* end addition. */ 561 } /* end addition. */
546#endif 562#endif
547 563
548 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
550 if (op->other_arch) { 567 if (op->other_arch)
551 explode_bullet (op); 568 explode_bullet (op);
552 } else { 569 else
553 remove_ob (op); 570 op->destroy ();
554 free_object (op); 571
555 }
556 return; 572 return;
573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
557 } 579 {
558 580 op->destroy ();
559 new_x = op->x + DIRX(op);
560 new_y = op->y + DIRY(op);
561 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
563
564 if (mflags & P_OUT_OF_MAP) {
565 remove_ob (op);
566 free_object (op);
567 return; 581 return;
582 }
583
584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
568 } 589 {
569
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
571 if (op->other_arch) { 590 if (op->other_arch)
572 explode_bullet (op); 591 explode_bullet (op);
573 } else { 592 else
574 remove_ob (op); 593 op->destroy ();
575 free_object (op); 594
576 }
577 return; 595 return;
578 } 596 }
579 597
580 remove_ob (op); 598 if (!(op = pos.insert (op, op)))
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return; 599 return;
585 600
586 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
587 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 604 update_turn_face (op);
589 } else { 605 }
606 else
590 check_bullet (op); 607 check_bullet (op);
591 }
592} 608}
593
594
595
596 609
597/* fire_bullet 610/* fire_bullet
598 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
601 * spob->attacktype. 614 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
603 * pointers. 616 * pointers.
604 */ 617 */
605 618int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
607 object *tmp=NULL; 621 object *tmp = NULL;
608 int mflags; 622 int mflags;
609 623
610 if (!spob->other_arch) 624 if (!spob->other_arch)
611 return 0; 625 return 0;
612 626
613 tmp=arch_to_object(spob->other_arch); 627 tmp = spob->other_arch->instance ();
614 if(tmp==NULL) 628 if (!tmp)
615 return 0; 629 return 0;
616 630
617 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
621 636
622 tmp->range = 50; 637 tmp->range = 50;
623 638
624 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 643
629 tmp->direction=dir; 644 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
631 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
632 647
633 set_owner(tmp,op); 648 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
635 650
636 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 653 tmp->map = op->map;
639 654
655 maptile *newmap;
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 658 {
659 tmp->destroy ();
660 return 0;
661 }
662
663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 679 {
647 free_object(tmp); 680 if (!tmp->flag [FLAG_REFLECTING])
681 {
682 tmp->destroy ();
648 return 0; 683 return 0;
649 } 684 }
650 tmp->x=op->x; 685
651 tmp->y=op->y; 686 tmp->x = op->x;
687 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 688 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 689 tmp->map = op->map;
654 } 690 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 691
692 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 693 check_bullet (tmp);
657 } 694
658 return 1; 695 return 1;
659} 696}
660
661
662
663 697
664/***************************************************************************** 698/*****************************************************************************
665 * 699 *
666 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
667 * 701 *
668 *****************************************************************************/ 702 *****************************************************************************/
669 703
670
671/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
705static void
672void cone_drop(object *op) { 706cone_drop (object *op)
673 object *new_ob = arch_to_object(op->other_arch); 707{
708 object *new_ob = op->other_arch->instance ();
674 709
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 710 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 711 new_ob->set_owner (op->owner);
679 712
680 /* preserve skill ownership */ 713 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 714 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 715 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 716
684 } 717 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 718}
688 719
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 721
722void
691void move_cone(object *op) { 723move_cone (object *op)
692 int i; 724{
693 tag_t tag;
694
695 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 726 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 727 {
728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
729 op->set_speed (0);
730 return;
731 }
703 732
704 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 734 if (op->flag [FLAG_LIFESAVE])
735 {
706 hit_map(op,0,op->attacktype,0); 736 hit_map (op, 0, op->attacktype, 0);
707 return; 737 return;
708 } 738 }
709 739
710#if 0 740#if 0
711 /* Disable this - enabling it makes monsters easier, as 741 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 742 * when their cone dies when they die.
713 */ 743 */
714 /* If no owner left, the spell dies out. */ 744 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 745 if (op->owner == NULL)
716 remove_ob(op); 746 {
717 free_object(op); 747 op->destroy ();
718 return; 748 return;
719 } 749 }
720#endif 750#endif
721 751
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 752 hit_map (op, 0, op->attacktype, 0);
724 753
754 if (!op->is_on_map ())
755 return;
756
725 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
727 * degree. 759 * degree.
728 */ 760 */
761 if (op->weight)
762 {
729 if(op->weight) check_spell_knockback(op); 763 check_spell_knockback (op);
730 764
731 if (was_destroyed (op, tag)) 765 if (!op->is_on_map ())
732 return; 766 return;
767 }
733 768
734 if((op->duration--)<0) { 769 if (op->duration-- < 0)
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 770 {
771 op->destroy ();
772 return;
773 }
739 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 775 * any further. When the duration above expires,
741 * then the object will get removed. 776 * then the object will get removed.
742 */ 777 */
743 if (--op->range < 0) { 778 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 779 {
780 op->range = 0; /* just so it doesn't wrap */
781 return;
782 }
747 783
748 for(i= -1;i<2;i++) { 784 for (int i = -1; i <= 1; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 785 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 787
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
753 object *tmp=get_object(); 789 {
754 copy_object(op, tmp); 790 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 791
758 tmp->duration = op->duration + 1; 792 tmp->duration = op->duration + 1;
759 793
760 /* Use for spell tracking - see ok_to_put_more() */ 794 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 795 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 796
763 if (tmp->other_arch) cone_drop(tmp); 797 op->map->insert (tmp, x, y, op);
764 } 798
799 if (tmp->other_arch)
800 cone_drop (tmp);
801 }
765 } 802 }
766} 803}
767 804
768/* cast_cone: casts a cone spell. 805/* cast_cone: casts a cone spell.
769 * op: person firing the object. 806 * op: person firing the object.
771 * dir: direction to fire in. 808 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 809 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 810 * to fire.
774 * returns 0 on failure, 1 on success. 811 * returns 0 on failure, 1 on success.
775 */ 812 */
813int
776int cast_cone(object *op, object *caster,int dir, object *spell) 814cast_cone (object *op, object *caster, int dir, object *spell)
777{ 815{
778 object *tmp; 816 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 817 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 818 maptile *m;
781 sint16 sx, sy; 819 sint16 sx, sy;
782 MoveType movetype; 820 MoveType movetype;
783 821
784 if (!spell->other_arch) return 0; 822 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 823 return 0;
824
825 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
791 } 826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
828 return 0;
829 }
792 830
793 if(!dir) { 831 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 832 {
833 range_min = 0;
834 range_max = 8;
835 }
797 836
798 /* Need to know what the movetype of the object we are about 837 /* Need to know what the movetype of the object we are about
799 * to create is, so we can know if the space we are about to 838 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 839 * insert it into is blocked.
801 */ 840 */
802 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
803 842
804 for(i=range_min;i<=range_max;i++) { 843 for (i = range_min; i <= range_max; i++)
805 sint16 x,y, d; 844 {
845 sint16 x, y;
806 846
807 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 850 * to hit that person.
811 */ 851 */
812 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
813 while (d < 0) d+=8;
814 while (d > 8) d-=8;
815 853
816 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
817 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 858 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 859 * for the rune code.
822 */ 860 */
823 if (caster->type != RUNE && d==0) { 861 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 862 {
825 else continue; 863 if (dir != 0)
826 } 864 d = 8;
865 else
866 continue;
867 }
827 868
828 x = op->x+freearr_x[d]; 869 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 870 y = op->y + freearr_y[d];
830 871
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 872 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 873 continue;
833 874
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 876 continue;
836 877
837 success=1; 878 success = 1;
838 tmp=arch_to_object(spell->other_arch); 879 tmp = spell->other_arch->instance ();
839 set_owner(tmp,op); 880 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 883 tmp->attacktype = spell->attacktype;
845 884
846 /* holy word stuff */ 885 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 887 if (!tailor_god_spell (tmp, op))
849 } 888 return 0;
850 889
851 if(dir) 890 if (dir)
852 tmp->stats.sp=dir; 891 tmp->stats.sp = dir;
853 else 892 else
854 tmp->stats.sp=i; 893 tmp->stats.sp = i;
855 894
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 895 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 896
858 /* If casting it in all directions, it doesn't go as far */ 897 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 898 if (dir == 0)
899 {
860 tmp->range /= 4; 900 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 901 if (tmp->range < 2 && spell->range >= 2)
862 } 902 tmp->range = 2;
903 }
904
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 905 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 906 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 907
866 /* Special bonus for fear attacks */ 908 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 909 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 910 {
869 else 911 if (caster->type == PLAYER)
912 tmp->duration += fear_bonus[caster->stats.Cha];
913 else
870 tmp->duration += caster->level/3; 914 tmp->duration += caster->level / 3;
871 } 915 }
916
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 917 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 918 {
874 else 919 if (caster->type == PLAYER)
920 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
921 else
875 tmp->duration += caster->level/3; 922 tmp->duration += caster->level / 3;
876 } 923 }
877 924
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 926 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
881 spell->other_arch->name);
882 927
883 if (!tmp->move_on && tmp->stats.dam) { 928 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889 930
931 m->insert (tmp, sx, sy, op);
932
890 /* This is used for tracking spells so that one effect doesn't hit 933 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 934 * a single space too many times.
892 */ 935 */
893 tmp->stats.maxhp = tmp->count; 936 tmp->stats.maxhp = tmp->count;
894 937
895 if(tmp->other_arch) cone_drop(tmp); 938 if (tmp->other_arch)
939 cone_drop (tmp);
896 } 940 }
941
897 return success; 942 return success;
898} 943}
899 944
900/**************************************************************************** 945/****************************************************************************
901 * 946 *
902 * BOMB related code 947 * BOMB related code
903 * 948 *
904 ****************************************************************************/ 949 ****************************************************************************/
905 950
906
907/* This handles an exploding bomb. 951/* This handles an exploding bomb.
908 * op is the original bomb object. 952 * op is the original bomb object.
909 */ 953 */
954void
910void animate_bomb(object *op) { 955animate_bomb (object *op)
911 int i; 956{
912 object *env, *tmp;
913 archetype *at;
914
915 if(op->state!=NUM_ANIMATIONS(op)-1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return;
917
918
919 env = object_get_env_recursive(op);
920
921 if (op->env) {
922 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return; 958 return;
933 }
934 959
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 960 object *env = op->outer_env ();
936 // on a safe map. I don't like this special casing, but it seems to be neccessary 961
937 // as bombs can be carried. 962 if (op->env)
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 { 963 {
940 remove_ob (op); 964 if (!env->map)
941 free_object (op);
942 return; 965 return;
966
967 if (!(op = op->insert_at (env, op)))
968 return;
943 } 969 }
944 970
971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
972 // on a safe map. I don't like this special casing, but it seems to be neccessary
973 // as bombs can be carried.
974 if (op->ms ().flags () & P_SAFE)
975 {
976 op->destroy ();
977 return;
978 }
979
945 /* This copies a lot of the code from the fire bullet, 980 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 982 * so just set up the appropriate values.
948 */ 983 */
949 at = find_archetype(SPLINT); 984 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 985 {
951 for(i=1;i<9;i++) { 986 for (int i = 1; i < 9; i++)
987 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 989 continue;
954 tmp = arch_to_object(at); 990
991 object *tmp = at->instance ();
955 tmp->direction = i; 992 tmp->direction = i;
956 tmp->range = op->range; 993 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 995 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 997 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 998 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 999 tmp->skill = op->skill;
963 tmp->skill = add_refcount(op->skill); 1000
1001 if (tmp->flag [FLAG_IS_TURNABLE])
1002 SET_ANIMATION (tmp, i);
1003
1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1005 move_bullet (tmp);
1006 }
964 } 1007 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973 1008
974 explode_bullet(op); 1009 explode_bullet (op);
975} 1010}
976 1011
1012int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1013create_bomb (object *op, object *caster, int dir, object *spell)
978 1014{
979 object *tmp; 1015 object *tmp;
980 int mflags; 1016 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1018 maptile *m;
983 1019
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1029 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1031 return 0;
1032 }
988 } 1033 }
989 tmp=arch_to_object(spell->other_arch);
990 1034
1035 tmp = spell->other_arch->instance ();
1036
991 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1041 tmp->attacktype = spell->attacktype;
996 1042
997 set_owner(tmp,op); 1043 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1044 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1045
1000 tmp->y=dy; 1046 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1047 return 1;
1003} 1048}
1004 1049
1005/**************************************************************************** 1050/****************************************************************************
1006 * 1051 *
1007 * smite related spell code. 1052 * smite related spell code.
1015 * dir is the direction to look in. 1060 * dir is the direction to look in.
1016 * range is how far out to look. 1061 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1019 */ 1064 */
1020 1065static object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1066get_pointed_target (object *op, int dir, int range, int type)
1067{
1022 object *target; 1068 object *target;
1023 sint16 x,y; 1069 sint16 x, y;
1024 int dist, mflags; 1070 int dist, mflags;
1025 mapstruct *mp; 1071 maptile *mp;
1026 1072
1027 if (dir==0) return NULL; 1073 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1074 return NULL;
1049}
1050 1075
1076 for (dist = 1; dist < range; dist++)
1077 {
1078 x = op->x + freearr_x[dir] * dist;
1079 y = op->y + freearr_y[dir] * dist;
1080 mp = op->map;
1081 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1082
1083 if (mflags & P_OUT_OF_MAP)
1084 return NULL;
1085 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1086 return NULL;
1087 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1088 return NULL;
1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1090 return NULL;
1091
1092 if (mflags & P_IS_ALIVE)
1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1094 if (target->flag [FLAG_MONSTER])
1095 return target;
1096 }
1097
1098 return NULL;
1099}
1051 1100
1052/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1054 * usual params - 1103 * usual params -
1055 * op = player 1104 * op = player
1056 * caster = object casting the spell. 1105 * caster = object casting the spell.
1057 * dir = direction being cast 1106 * dir = direction being cast
1058 * spell = spell object 1107 * spell = spell object
1059 */ 1108 */
1060 1109int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1111{
1062 object *effect, *target; 1112 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1113 object *god = find_god (determine_god (op));
1064 int range; 1114 int range;
1065 1115
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1116 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1117 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1118
1069 /* Bunch of conditions for casting this spell. Note that only 1119 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1120 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1121 * This makes this spell much more general purpose - it can be used
1072 * by wizards also, which is good, because I think this is a very 1122 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1123 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1125 * can't be friendly to your god.
1076 */ 1126 */
1077 1127
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1079 ||(!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1131 || (god && target->title == god->name)
1081 ||(target->race && god && strstr(target->race,god->race))) { 1132 || (god && target->race.contains (god->race)))
1133 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1135 return 0;
1084 } 1136 }
1085 1137
1086 if (spell->other_arch) 1138 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1139 effect = spell->other_arch->instance ();
1088 else 1140 else
1089 return 0; 1141 return 0;
1090 1142
1091 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 {
1095 if(tailor_god_spell(effect,op)) 1148 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1150 else
1151 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1153 return 0;
1101 } 1154 }
1102 } 1155 }
1103 1156
1104 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1105 effect->range=spell->range + 1158 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1159 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1160
1110 if (effect->attacktype & AT_DEATH) { 1161 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1162 {
1112 SP_level_dam_adjust(caster,spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1164
1114 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1166 if (target->flag [FLAG_UNDEAD])
1167 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1168 if (random_roll (0, 2, op, PREFER_LOW))
1169 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1171 effect->x = op->x;
1119 effect->y=op->y; 1172 effect->y = op->y;
1120 } else { 1173 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1174 else
1122 query_name(target)); 1175 {
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1177 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1178 effect->destroy ();
1125 return 0; 1179 return 0;
1180 }
1181 }
1126 } 1182 }
1127 } 1183 else
1128 } else { 1184 {
1129 /* how much woe to inflict :) */ 1185 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1186 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1187 }
1133 1188
1134 set_owner(effect,op); 1189 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1136 1191
1137 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1193 effect->insert_at (target, op);
1139 effect->y=target->y; 1194
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1195 return 1;
1143} 1196}
1144
1145 1197
1146/**************************************************************************** 1198/****************************************************************************
1147 * 1199 *
1148 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1149 * note that the fire_bullet is used to fire the missile. The 1201 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1202 * code here is just to move the missile.
1151 ****************************************************************************/ 1203 ****************************************************************************/
1152 1204
1153/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1206void
1154void move_missile(object *op) { 1207move_missile (object *op)
1155 int i, mflags; 1208{
1156 object *owner;
1157 sint16 new_x, new_y;
1158 mapstruct *m;
1159
1160 if (op->range-- <=0) { 1209 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1165 1214
1166 owner = get_owner(op); 1215 mapxy pos (op);
1167#if 0 1216 pos.move (op->direction);
1168 /* It'd make things nastier if this wasn't here - spells cast by 1217
1169 * monster that are then killed would continue to survive 1218 if (!pos.normalise ())
1170 */
1171 if (owner == NULL) {
1172 remove_ob(op);
1173 free_object(op);
1174 return;
1175 } 1219 {
1176#endif 1220 op->destroy ();
1221 return;
1222 }
1177 1223
1178 new_x = op->x + DIRX(op); 1224 mapspace &ms = pos.ms ();
1179 new_y = op->y + DIRY(op);
1180 1225
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1182 1227 {
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1185 tag_t tag = op->count;
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1189 */ 1231 */
1190 if ( ! was_destroyed (op, tag)) { 1232 op->destroy ();
1191 remove_ob (op); 1233 return;
1192 free_object(op); 1234 }
1193 } 1235
1194 return; 1236 if (!op->direction)
1195 } 1237 {
1196 1238 op->destroy ();
1197 remove_ob(op); 1239 return;
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1199 free_object(op);
1200 return;
1201 } 1240 }
1202 op->x = new_x; 1241
1203 op->y = new_y; 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1204 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1206 if(i > 0 && i != op->direction){ 1243 if (i > 0 && i != op->direction)
1244 {
1207 op->direction=i; 1245 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1209 } 1247 }
1210 insert_ob_in_map(op,op->map,op,0); 1248
1249 pos.insert (op, op);
1211} 1250}
1212 1251
1213/**************************************************************************** 1252/****************************************************************************
1214 * Destruction 1253 * Destruction
1215 ****************************************************************************/ 1254 ****************************************************************************/
1255
1216/* make_object_glow() - currently only makes living objects glow. 1256/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1221 */ 1261 */
1222 1262static int
1223int make_object_glow(object *op, int radius, int time) { 1263make_object_glow (object *op, int radius, int time)
1224 object *tmp; 1264{
1225
1226 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1267 return 0;
1229 1268
1230 tmp=get_archetype(FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1271 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1272 tmp->set_flag (FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1235 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII;
1237
1238 tmp->x=op->x;
1239 tmp->y=op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1242 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1244 1278
1245 if(!tmp->env||op!=tmp->env) {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1247 op->name);
1248 return 0;
1249 }
1250 return 1; 1279 return 1;
1251} 1280}
1252 1281
1253 1282int
1254
1255
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1283cast_destruction (object *op, object *caster, object *spell_ob)
1257 int i,j, range, mflags, friendly=0, dam, dur; 1284{
1258 sint16 sx,sy;
1259 mapstruct *m;
1260 object *tmp;
1261 const char *skill;
1262
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1267 1288
1268 /* destruction doesn't use another spell object, so we need 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1269 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route.
1273 */
1274 skill = op->skill;
1275 if (caster == op) op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill;
1277 else op->skill = NULL;
1278 1290
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1291 dynbuf buf;
1292 unordered_mapwalk (buf, op, -range, -range, range, range)
1293 {
1294 mapspace &ms = m->at (nx, ny);
1280 1295
1281 for(i= -range; i<range; i++) {
1282 for(j=-range; j<range ; j++) {
1283 m = op->map;
1284 sx = op->x + i;
1285 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue;
1288 if (mflags & P_IS_ALIVE) { 1296 if (ms.flags () & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1297 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1298 {
1291 } 1299 next = tmp->above;
1292 if (tmp) {
1293 if (tmp->head) tmp=tmp->head;
1294 1300
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1302 {
1303 tmp = tmp->head_ ();
1304
1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1307 {
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1309 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1311
1300 tmp = arch_to_object(spell_ob->other_arch); 1312 if (spell_ob->other_arch)
1301 tmp->x = sx; 1313 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1302 tmp->y = sy; 1314 }
1303 insert_ob_in_map(tmp, m, op, 0); 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1304 } 1316 {
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1318 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1310 effect->x = sx; 1319 }
1311 effect->y = sy; 1320 }
1312 insert_ob_in_map(effect, m, op, 0); 1321 }
1313 } 1322 }
1314 }
1315 }
1316 }
1317 } 1323 }
1318 } 1324
1319 }
1320 op->skill = skill;
1321 return 1; 1325 return 1;
1322} 1326}
1323 1327
1324/*************************************************************************** 1328/***************************************************************************
1325 * 1329 *
1326 * CURSE 1330 * CURSE
1327 * 1331 *
1328 ***************************************************************************/ 1332 ***************************************************************************/
1329 1333int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1334cast_curse (object *op, object *caster, object *spell_ob, int dir)
1335{
1331 object *god = find_god(determine_god(op)); 1336 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1337 object *tmp, *force;
1333 1338
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1339 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1340 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1341 {
1342 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1343 return 0;
1344 }
1341 1345
1346 tmp = tmp->head_ ();
1347
1342 /* If we've already got a force of this type, don't add a new one. */ 1348 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1349 for (force = tmp->inv; force; force = force->below)
1350 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1351 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1352 {
1345 if (force->name == spell_ob->name) { 1353 if (force->name == spell_ob->name)
1346 break; 1354 {
1347 } 1355 break;
1356 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1357 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1358 {
1350 "You can not cast %s while %s is in effect", 1359 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1351 spell_ob->name, force->name_pl); 1360 return 0;
1352 return 0; 1361 }
1362 }
1353 } 1363 }
1354 } 1364
1365 if (!force)
1355 } 1366 {
1356
1357 if(force==NULL) {
1358 force=get_archetype(FORCE_NAME); 1367 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1368 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name); 1369
1361 if (spell_ob->race) 1370 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1371 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1372 else
1373 force->name = spell_ob->name;
1374
1375 force->name_pl = spell_ob->name;
1376
1377 }
1378 else
1379 {
1369 int duration; 1380 int duration;
1370 1381
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1382 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1383 if (duration > force->duration)
1384 {
1373 force->duration = duration; 1385 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1387 }
1388 else
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1389 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1390
1378 return 1; 1391 return 1;
1379 } 1392 }
1393
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1394 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1395 force->speed = 1.f;
1382 force->speed_left = -1.0; 1396 force->speed_left = -1.f;
1383 SET_FLAG(force, FLAG_APPLIED); 1397 force->set_flag (FLAG_APPLIED);
1384 1398
1385 if(god) { 1399 if (god)
1400 {
1386 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1402 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1403 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1404 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1405 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1391 "You are a victim of %s's curse!",god->name); 1406 }
1392 } else 1407 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1408 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1409
1395 1410
1396 if(tmp!=op && op->type==PLAYER) 1411 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1413
1399 force->stats.ac = spell_ob->stats.ac; 1414 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1415 force->stats.wc = spell_ob->stats.wc;
1401 1416
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1417 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1418 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1419 tmp->update_stats ();
1420
1405 return 1; 1421 return 1;
1406
1407} 1422}
1408
1409 1423
1410/********************************************************************** 1424/**********************************************************************
1411 * mood change 1425 * mood change
1412 * Arguably, this may or may not be an attack spell. But since it 1426 * Arguably, this may or may not be an attack spell. But since it
1413 * effects monsters, it seems best to put it into this file 1427 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/ 1428 ***********************************************************************/
1415 1429
1416/* This covers the various spells that change the moods of monsters - 1430/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1431 * makes them angry, peacful, friendly, etc.
1418 */ 1432 */
1433int
1419int mood_change(object *op, object *caster, object *spell) { 1434mood_change (object *op, object *caster, object *spell)
1435{
1420 object *tmp, *god, *head; 1436 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1437 int done_one, range, level, at, best_at;
1422 sint16 x, y, nx, ny;
1423 mapstruct *m;
1424 const char *race; 1438 const char *race;
1425 1439
1426 /* We precompute some values here so that we don't have to keep 1440 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1441 * doing it over and over again.
1428 */ 1442 */
1429 god=find_god(determine_god(op)); 1443 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1444 level = casting_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1445 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1446
1433 /* On the bright side, no monster should ever have a race of GOD_... 1447 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it 1448 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1449 * won't ever match anything.
1436 */ 1450 */
1437 if (!spell->race) race=NULL; 1451 if (!spell->race)
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1452 race = NULL;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1453 else if (god && spell->race == shstr_GOD_SLAYING)
1454 race = god->slaying;
1455 else if (god && spell->race == shstr_GOD_FRIEND)
1456 race = god->race;
1457 else
1440 else race = spell->race; 1458 race = spell->race;
1459
1460 dynbuf buf;
1461 unordered_mapwalk (buf, op, -range, -range, range, range)
1441 1462 {
1463 mapspace &ms = m->at (nx, ny);
1442 1464
1443 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) {
1445
1446 done_one=0;
1447 m = op->map;
1448 nx = x;
1449 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue;
1452
1453 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1466 if (!ms.flags () & P_IS_ALIVE)
1467 continue;
1455 1468
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1469 // players can only affect spaces that they can actually see
1457 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;
1458 1474
1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1476 if (tmp->flag [FLAG_MONSTER])
1477 break;
1478
1459 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1480 if (!tmp)
1481 continue;
1461 1482
1462 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1484 head = tmp->head_ ();
1464 else head=tmp;
1465 1485
1466 /* 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 */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1487 if (race && head->race && !strstr (race, head->race))
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1488 continue;
1469 1489
1490 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1491 continue;
1492
1470 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1494 best_at = -1;
1472 if (spell->attacktype) { 1495 if (spell->attacktype)
1496 {
1473 for (at=0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1475 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;
1476 1501
1477 if (best_at == -1) at=0; 1502 if (best_at == -1)
1503 at = 0;
1478 else { 1504 else
1479 if (head->resist[best_at] == 100) continue;
1480 else at = head->resist[best_at] / 5;
1481 }
1482 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue;
1484 }
1485 else /* spell->attacktype */
1486 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490
1491 The chance will then be in the range [20-70] percent, not too bad.
1492
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster...
1495
1496 Ryo, august 14th
1497 */
1498 { 1505 {
1499 if ( head->level > level ) continue; 1506 if (head->resist[best_at] == 100)
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1501 /* Failed, no effect */
1502 continue; 1507 continue;
1508 else
1509 at = head->resist[best_at] / 5;
1503 } 1510 }
1504 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
1505 /* Done with saving throw. Now start effecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1506 1540
1507 /* aggravation */ 1541 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1542 if (spell->flag [FLAG_MONSTER])
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1543 {
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1544 head->clr_flag (FLAG_SLEEP);
1511 remove_friendly_object(head); 1545 remove_friendly_object (head);
1546 done_one = 1;
1547 head->enemy = op;
1548 }
1512 1549
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */ 1550 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1551 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1552 {
1553 head->set_flag (FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1554 head->enemy = NULL;
1521 done_one = 1; 1555 done_one = 1;
1522 } 1556 }
1523 1557
1524 /* berserk monsters */ 1558 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1559 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1526 SET_FLAG(head, FLAG_BERSERK); 1560 {
1527 done_one = 1; 1561 head->set_flag (FLAG_BERSERK);
1528 } 1562 done_one = 1;
1563 }
1564
1529 /* charm */ 1565 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1566 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1531 SET_FLAG(head, FLAG_FRIENDLY); 1567 {
1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1533 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.
1534 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. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1573 head->clr_flag (FLAG_GENERATOR);
1536 set_owner(head, op); 1574 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1576 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1540 done_one = 1; 1578 done_one = 1;
1541 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);
1542 head->stats.exp = 0; 1580 head->stats.exp = 0;
1543 } 1581 }
1544 1582
1545 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1584 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1585 m->insert (spell->other_arch->instance (), nx, ny, op);
1548 tmp->x = nx;
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 } 1586 }
1552 } /* for y */
1553 1587
1554 return 1; 1588 return 1;
1555} 1589}
1556
1557 1590
1558/* 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
1559 * 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
1560 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1594 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1563 */ 1596 */
1564 1597void
1565void move_ball_spell(object *op) { 1598move_ball_spell (object *op)
1599{
1566 int i,j,dam_save,dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1568 object *owner; 1602 object *owner;
1569 mapstruct *m; 1603 maptile *m;
1570 1604
1571 owner = get_owner(op); 1605 owner = op->owner;
1572 1606
1573 /* 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,
1574 * 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
1575 * victim. The block immediately below more or less chooses a random 1609 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1610 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1611 * deviations.
1578 */ 1612 */
1579 1613
1580 dir = 0; 1614 dir = 0;
1581 if(!(rndm(0, 3))) 1615 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1616 j = rndm (0, 1);
1583 else j=0; 1617 else
1618 j = 0;
1584 1619
1585 for(i = 1; i < 9; i++) { 1620 for (i = 1; i < 9; i++)
1621 {
1586 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1588 */ 1624 */
1589
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1592 1627
1593 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1595 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1631 {
1597 dir = tmpdir; 1632 dir = tmpdir;
1598 break; 1633 break;
1599 } 1634 }
1600 } 1635 }
1636
1601 if (dir == 0) { 1637 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1638 {
1639 nx = op->x;
1640 ny = op->y;
1641 m = op->map;
1642 }
1606 1643
1607 remove_ob(op); 1644 m->insert (op, nx, ny, op);
1608 op->y=ny; 1645
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1646 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1647 surrounding squares */
1614 1648
1615 /* loop over current square and neighbors to hit. 1649 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1650 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1651 * the surround spaces.
1618 */ 1652 */
1619 for(j=0;j<9;j++) { 1653 for (j = 0; j < 9; j++)
1620 object *new_ob; 1654 {
1621
1622 hx = nx+freearr_x[j]; 1655 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1656 hy = ny + freearr_y[j];
1624 1657
1625 m = op->map; 1658 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1659 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1660
1628 if (mflags & P_OUT_OF_MAP) continue; 1661 if (mflags & P_OUT_OF_MAP)
1662 continue;
1629 1663
1630 /* 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
1631 * of the map either. 1665 * of the map either.
1632 */ 1666 */
1633 1667
1634 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)))
1635 if(j) op->stats.dam = dam_save/2; 1669 {
1670 if (j)
1671 op->stats.dam = dam_save / 2;
1672
1636 hit_map(op,j,op->attacktype,1); 1673 hit_map (op, j, op->attacktype, 1);
1674 }
1637 1675
1638 }
1639
1640 /* insert the other arch */ 1676 /* insert the other arch */
1641 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))))
1642 new_ob = arch_to_object(op->other_arch); 1678 m->insert (op->other_arch->instance (), hx, hy, op);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 } 1679 }
1648 1680
1649 /* restore to the center location and damage*/ 1681 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1651 1683
1652 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);
1653 1685
1654 if(i>=0) { /* we have a preferred direction! */ 1686 if (i >= 0)
1687 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1688 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1689 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1690 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1691 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1692
1660 op->direction=i; 1693 op->direction = i;
1661 } 1694 }
1662} 1695}
1663 1696
1664
1665/* move_swarm_spell: peterm 1697/* move_swarm_spell: peterm
1666 * 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
1667 * 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
1668 * 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
1669 * 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
1670 * 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.
1671 */ 1703 */
1672 1704void
1673void move_swarm_spell(object *op) 1705move_swarm_spell (object *op)
1674{ 1706{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1707#if 0
1697 // 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 };
1698 // (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 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1710 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1711 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1712 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1713#endif
1714 object *owner = op->env;
1744 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
1745 /* 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
1746 * should just be a pointer to the spell in some inventory, 1777 * should just be a pointer to the spell in some inventory,
1747 * 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,
1748 * do some sanity checking anyways. 1779 * do some sanity checking anyways.
1749 */ 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))))
1750 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
1751 if (op->spell && op->spell->type == SPELL) 1801 if (op->spell && op->spell->type == SPELL)
1752 { 1802 {
1753 /* 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 */
1754 if (op->spell->subtype == SP_BULLET) 1804 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1805 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 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);
1758 } 1808 }
1759} 1809}
1760
1761
1762
1763 1810
1764/* fire_swarm: 1811/* fire_swarm:
1765 * The following routine creates a swarm of objects. It actually 1812 * The following routine creates a swarm of objects. It actually
1766 * sets up a specific swarm object, which then fires off all 1813 * sets up a specific swarm object, which then fires off all
1767 * the parts of the swarm. 1814 * the parts of the swarm.
1770 * caster: the caster (owner, wand, rod, scroll) 1817 * caster: the caster (owner, wand, rod, scroll)
1771 * dir: the direction everything will be fired in 1818 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1819 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1820 * n: the number to be fired.
1774 */ 1821 */
1775 1822int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1823fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1824{
1778 object *tmp;
1779 int i;
1780
1781 if (!spell->other_arch) return 0; 1825 if (!spell->other_arch)
1826 return 0;
1782 1827
1783 tmp=get_archetype(SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1784 tmp->x=op->x; 1829
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1787 set_spell_skill(op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1788
1789 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. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1832 tmp->spell = spell->other_arch->instance ();
1791
1792 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1793 1834
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1796 return 1; 1837 return 1;
1797 } 1838
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1842
1802 tmp->direction=dir;
1803 tmp->invisible=1; 1843 tmp->invisible = 1;
1804 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
1805 return 1; 1851 return 1;
1806} 1852}
1807
1808 1853
1809/* See the spells documentation file for why this is its own 1854/* See the spells documentation file for why this is its own
1810 * function. 1855 * function.
1811 */ 1856 */
1857int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1858cast_light (object *op, object *caster, object *spell, int dir)
1859{
1813 object *target=NULL,*tmp=NULL; 1860 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1861 sint16 x, y;
1815 int dam, mflags; 1862 int dam, mflags;
1816 mapstruct *m; 1863 maptile *m;
1817 1864
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1866
1820 if(!dir) { 1867 if (dir)
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1822 return 0;
1823 } 1868 {
1824
1825 x=op->x+freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1827 m = op->map; 1871 m = op->map;
1828 1872
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1874
1831 if (mflags & P_OUT_OF_MAP) { 1875 if (mflags & P_OUT_OF_MAP)
1876 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1878 return 0;
1834 } 1879 }
1835 1880
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 1882 {
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1884 if (target->flag [FLAG_MONSTER])
1885 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1887 if (target->head)
1888 target = target->head;
1889
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1843 } 1892 }
1844 } 1893 }
1845 1894
1846 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1847 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 {
1848 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.");
1849 return 0; 1899 return 0;
1900 }
1850 } 1901 }
1851 1902
1852 /* 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 */
1853 tmp=arch_to_object(spell->other_arch); 1904 tmp = spell->other_arch->instance ();
1854 if(!tmp) { 1905 if (!tmp)
1906 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1908 return 0;
1857 } 1909 }
1910
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1859 if (tmp->glow_radius) { 1913 if (tmp->glow_radius)
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1914 tmp->set_glow_radius (
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1915 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1862 } 1916 );
1863 tmp->x=x; 1917
1864 tmp->y=y; 1918 if (dir)
1865 insert_ob_in_map(tmp,m,op,0); 1919 m->insert (tmp, x, y, op);
1920 else
1921 caster->outer_env_or_self ()->insert (tmp);
1922
1866 return 1; 1923 return 1;
1867} 1924}
1868
1869
1870
1871 1925
1872/* cast_cause_disease: this spell looks along <dir> from the 1926/* cast_cause_disease: this spell looks along <dir> from the
1873 * player and infects someone. 1927 * player and infects someone.
1874 * op is the player/monster, caster is the object, dir is the direction 1928 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number 1929 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 1930 * perhaps this should actually be in disease.c?
1877 */ 1931 */
1878 1932int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1933cast_cause_disease (object *op, object *caster, object *spell, int dir)
1934{
1880 sint16 x,y; 1935 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 1936 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 1937 object *walk;
1883 mapstruct *m; 1938 maptile *m;
1884 1939
1885 x = op->x; 1940 x = op->x;
1886 y = op->y; 1941 y = op->y;
1887 1942
1888 /* If casting from a scroll, no direction will be available, so refer to the 1943 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 1944 * direction the player is pointing.
1890 */ 1945 */
1946 if (!dir)
1891 if (!dir) dir=op->facing; 1947 dir = op->facing;
1948
1949 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1950 return 0; /* won't find anything if casting on ourself, so just return */
1893 1951
1894 /* Calculate these once here */ 1952 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 1953 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 1954 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 1955 dur_mod = SP_level_duration_adjust (caster, spell);
1898 1956
1899 /* search in a line for a victim */ 1957 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 1958 for (i = 1; i < range; i++)
1959 {
1901 x = op->x + i * freearr_x[dir]; 1960 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 1961 y = op->y + i * freearr_y[dir];
1903 m = op->map; 1962 m = op->map;
1904 1963
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 1964 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1965
1907 if (mflags & P_OUT_OF_MAP) return 0; 1966 if (mflags & P_OUT_OF_MAP)
1967 return 0;
1908 1968
1909 /* don't go through walls - presume diseases are airborne */ 1969 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1970 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1971 return 0;
1911 1972
1912 /* Only bother looking on this space if there is something living here */ 1973 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 1974 if (mflags & P_IS_ALIVE)
1975 {
1914 /* search this square for a victim */ 1976 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1977 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1978 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1917 object *disease = arch_to_object(spell->other_arch); 1979 { /* found a victim */
1980 object *disease = spell->other_arch->instance ();
1918 1981
1919 set_owner(disease,op); 1982 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 1983 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 1984 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 1985 disease->level = casting_level (caster, spell);
1923 1986
1924 /* do level adjustments */ 1987 /* do level adjustments */
1925 if(disease->stats.wc) 1988 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
1926 disease->stats.wc += dur_mod/2; 1989 if (disease->magic > 0) disease->magic += dur_mod / 8;
1990 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
1991 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
1927 1992
1928 if(disease->magic> 0) 1993 if (disease->last_sp)
1929 disease->magic += dur_mod/4; 1994 {
1995 disease->last_sp -= 2 * dam_mod;
1930 1996
1931 if(disease->stats.maxhp>0) 1997 if (disease->last_sp < 1)
1932 disease->stats.maxhp += dur_mod; 1998 disease->last_sp = 1;
1999 }
1933 2000
1934 if(disease->stats.maxgrace>0) 2001 if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod);
1935 disease->stats.maxgrace += dur_mod; 2002 if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod);
2003 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2004 if (disease->last_eat ) disease->last_eat -= dam_mod;
2005 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2006 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
1936 2007
1937 if(disease->stats.dam) {
1938 if(disease->stats.dam > 0)
1939 disease->stats.dam += dam_mod;
1940 else disease->stats.dam -= dam_mod;
1941 }
1942
1943 if(disease->last_sp) {
1944 disease->last_sp -= 2*dam_mod;
1945 if(disease->last_sp <1) disease->last_sp = 1;
1946 }
1947
1948 if(disease->stats.maxsp) {
1949 if(disease->stats.maxsp > 0)
1950 disease->stats.maxsp += dam_mod;
1951 else disease->stats.maxsp -= dam_mod;
1952 }
1953
1954 if(disease->stats.ac)
1955 disease->stats.ac += dam_mod;
1956
1957 if(disease->last_eat)
1958 disease->last_eat -= dam_mod;
1959
1960 if(disease->stats.hp)
1961 disease->stats.hp -= dam_mod;
1962
1963 if(disease->stats.sp)
1964 disease->stats.sp -= dam_mod;
1965
1966 if(infect_object(walk,disease,1)) { 2008 if (infect_object (walk, disease, 1))
1967 object *flash; /* visual effect for inflicting disease */ 2009 {
2010 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
1968 2011
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2012 disease->destroy (); /* don't need this one anymore */
2013 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2014 return 1;
2015 }
1970 2016
1971 free_object(disease); /* don't need this one anymore */ 2017 disease->destroy ();
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2018 }
1973 flash->x = x; 2019 } /* if living creature */
1974 flash->y = y; 2020 } /* for range of spaces */
1975 flash->map = walk->map; 2021
1976 insert_ob_in_map(flash,walk->map,op,0);
1977 return 1;
1978 }
1979 free_object(disease);
1980 }
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2022 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2023 return 1;
1985} 2024}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines