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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.6 by root, Tue Aug 29 08:01:38 2006 UTC vs.
Revision 1.108 by root, Tue Jan 3 11:25:37 2012 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 1.6 2006/08/29 08:01:38 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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
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 copy_object(tmp,new_bolt);
143 142
144 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
150 new_bolt->duration++; 149 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164 162void
165void move_bolt(object *op) { 163move_bolt (object *op)
166 object *tmp; 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 mapstruct *m; 167 maptile *m;
170 168
171 if(--(op->duration)<0) { 169 if (--op->duration < 0)
172 remove_ob(op); 170 {
173 free_object(op); 171 op->drop_and_destroy ();
172 return;
173 }
174
175 hit_map (op, 0, op->attacktype, 1);
176
177 if (!op->direction)
178 return;
179
180 if (--op->range < 0)
181 op->range = 0;
182 else
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)
174 return; 190 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 191
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 192 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 193 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 195 * will be useful.
195 */ 196 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 198 {
198 199 if (!op->flag [FLAG_REFLECTING])
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return; 200 return;
201 201
202 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 208 * to the southwest.
209 */ 209 */
210 if(op->direction&1) 210 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 211 op->direction = absdir (op->direction + 4);
212 else { 212 else
213 {
213 int left, right; 214 int left, right;
214 int mflags; 215 int mflags;
215 216
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 218 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 219 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 220 * op->direction-1 or op->direction+1 does not exist.
220 */ 221 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 224
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 226
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 230
230 if(left==right) 231 if (left == right)
231 op->direction=absdir(op->direction+4); 232 op->direction = absdir (op->direction + 4);
232 else if(left) 233 else if (left)
233 op->direction=absdir(op->direction+2); 234 op->direction = absdir (op->direction + 2);
234 else if(right) 235 else if (right)
235 op->direction=absdir(op->direction-2); 236 op->direction = absdir (op->direction - 2);
236 } 237 }
238
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 240 return;
239 } 241 }
242 else
240 else { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 244 object *tmp = op->clone ();
242 copy_object(op,tmp); 245
246 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 247 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 249 tmp->duration++;
248 250
249 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 252 * going off in other directions.
251 */ 253 */
254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */
252 256
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
258 */ 259 */
259 op->range = 0; 260 op->range = 0;
260 } /* copy object and move it along */ 261 } /* copy object and move it along */
261 } /* if move bolt along */ 262 } /* if move bolt along */
262} 263}
263 264
264/* fire_bolt 265/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 266 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 267 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 269 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
270 * pointers. 271 * pointers.
271 */ 272 */
272 273int
273int 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{
274 object *tmp=NULL; 276 object *tmp = NULL;
275 int mflags; 277 int mflags;
276 278
277 if (!spob->other_arch) 279 if (!spob->other_arch)
278 return 0; 280 return 0;
279 281
280 tmp=arch_to_object(spob->other_arch); 282 tmp = spob->other_arch->instance ();
281 if(tmp==NULL) 283 if (tmp == NULL)
282 return 0; 284 return 0;
283 285
284 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
285 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);
286 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 289
290 if (spob->slaying)
291 tmp->slaying = spob->slaying;
292
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
292 297
293 tmp->direction=dir; 298 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
295 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
296 301
297 set_owner(tmp,op); 302 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
299 304
300 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 307 tmp->map = op->map;
303 308
309 maptile *newmap;
304 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);
305 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 312 {
313 tmp->drop_and_destroy ();
307 return 0; 314 return 0;
308 } 315 }
316
317 tmp->map = newmap;
318
309 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)))
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 320 {
311 free_object(tmp); 321 if (!tmp->flag [FLAG_REFLECTING])
322 {
323 tmp->drop_and_destroy ();
312 return 0; 324 return 0;
313 } 325 }
326
314 tmp->x=op->x; 327 tmp->x = op->x;
315 tmp->y=op->y; 328 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 329 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 330 tmp->map = op->map;
318 } 331 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 334 move_bolt (tmp);
335
321 return 1; 336 return 1;
322} 337}
323
324
325 338
326/*************************************************************************** 339/***************************************************************************
327 * 340 *
328 * BULLET/BALL CODE 341 * BULLET/BALL CODE
329 * 342 *
330 ***************************************************************************/ 343 ***************************************************************************/
331 344
332/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 347 * At least that is what I think this does.
335 */ 348 */
349void
336void explosion(object *op) { 350explosion (object *op)
337 object *tmp; 351{
338 mapstruct *m=op->map; 352 maptile *m = op->map;
339 int i; 353 int i;
340 354
341 if(--(op->duration)<0) { 355 if (--op->duration < 0)
342 remove_ob(op); 356 {
343 free_object(op); 357 op->destroy ();
344 return; 358 return;
345 } 359 }
360
346 hit_map(op,0,op->attacktype,0); 361 hit_map (op, 0, op->attacktype, 0);
347 362
348 if(op->range>0) { 363 if (op->range > 0)
364 {
349 for(i=1;i<9;i++) { 365 for (i = 1; i < 9; i++)
366 {
350 sint16 dx,dy; 367 sint16 dx, dy;
351 368
352 dx=op->x+freearr_x[i]; 369 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
354 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 373 * out of map, etc.
356 */ 374 */
357 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))
358 tmp=get_object(); 376 {
359 copy_object(op,tmp); 377 object *tmp = op->clone ();
378
360 tmp->state=0; 379 tmp->state = 0;
361 tmp->speed_left= -0.21; 380 tmp->speed_left = -0.21f;
362 tmp->range--; 381 tmp->range--;
363 tmp->value=0; 382 tmp->value = 0;
364 tmp->x=dx; 383
365 tmp->y=dy; 384 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 385 }
368 } 386 }
369 } 387 }
370} 388}
371
372 389
373/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
375 * explode. 392 * explode.
376 */ 393 */
394static void
377void explode_bullet(object *op) 395explode_bullet (object *op)
378{ 396{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 397 object *tmp, *owner;
381 398
382 if (op->other_arch == NULL) { 399 if (!op->other_arch)
400 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 402 op->destroy ();
385 free_object (op); 403 return;
404 }
405
406 if (op->env)
407 {
408 object *env = op->outer_env ();
409
410 if (!env->map || out_of_map (env->map, env->x, env->y))
411 {
412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
413 op->destroy ();
414 return;
415 }
416
417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
418 }
419 else if (out_of_map (op->map, op->x, op->y))
420 {
421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
422 op->destroy ();
423 return;
424 }
425
426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
427 // NOTE: If this breaks something important: remove this. I can't think of anything
428 // bad at the moment that might happen from this.
429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
430 {
431 op->destroy ();
432 return;
433 }
434
435 if (op->attacktype)
436 {
437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ())
386 return; 440 return;
387 } 441 }
388 442
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
428 445
429 copy_owner (tmp, op); 446 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 448
433 owner = get_owner(op); 449 owner = op->owner;
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450
451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
435 !tailor_god_spell(tmp, owner)) { 454 && !tailor_god_spell (tmp, owner))
436 remove_ob (op); 455 {
437 free_object (op); 456 op->destroy ();
438 return; 457 return;
439 } 458 }
440 tmp->x = op->x;
441 tmp->y = op->y;
442 459
443 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462 {
445 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 464 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 465 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 466 tmp->duration = op->duration;
449 } else { 467 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 468 else
469 {
470 if (op->attacktype & AT_MAGIC)
471 tmp->attacktype |= AT_MAGIC;
472
451 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
455 /* 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 -
456 * the count of the parent should work fine. 478 * the count of the parent should work fine.
457 */ 479 */
458 tmp->stats.maxhp = op->count; 480 tmp->stats.maxhp = op->count;
459 } 481 }
460 482
461 /* Set direction of cone explosion */ 483 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 484 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
464 486
465 /* Prevent recursion */ 487 /* Prevent recursion */
466 op->move_on = 0; 488 op->move_on = 0;
467 489
468 insert_ob_in_map(tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
469 /* remove the firebullet */ 493 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 495}
475
476
477 496
478/* 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
479 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
480 */ 499 */
481 500void
482void check_bullet(object *op) 501check_bullet (object *op)
483{ 502{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 503 object *tmp;
486 int dam, mflags; 504 int dam, mflags;
487 mapstruct *m; 505 maptile *m;
488 sint16 sx, sy; 506 sint16 sx, sy;
489 507
490 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);
491 509
492 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)))
493 return; 511 return;
494 512
495 if (op->other_arch) { 513 if (op->other_arch)
514 {
496 /* explode object will also remove op */ 515 /* explode object will also remove op */
497 explode_bullet (op); 516 explode_bullet (op);
498 return; 517 return;
499 } 518 }
500 519
501 /* 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 */
502 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
503 523
504 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)
505 { 525 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (tmp->flag [FLAG_ALIVE])
507 tmp_tag = tmp->count; 527 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529
510 || (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)
511 { 532 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 533 if (!op->flag [FLAG_REMOVED])
513 remove_ob (op); 534 {
514 free_object(op); 535 op->destroy ();
515 return; 536 return;
516 } 537 }
517 } 538 }
518 } 539 }
519 } 540 }
520} 541}
521
522 542
523/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 544 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
527 */ 547 */
528 548void
529void move_bullet(object *op) 549move_bullet (object *op)
530{ 550{
531 sint16 new_x, new_y;
532 int mflags;
533 mapstruct *m;
534
535#if 0 551#if 0
536 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
537 553
538 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
541 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
543 return; 560 return;
544 } /* end addition. */ 561 } /* end addition. */
545#endif 562#endif
546 563
547 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
549 if (op->other_arch) { 567 if (op->other_arch)
550 explode_bullet (op); 568 explode_bullet (op);
551 } else { 569 else
552 remove_ob (op); 570 op->destroy ();
553 free_object (op); 571
554 }
555 return; 572 return;
573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
556 } 579 {
557 580 op->destroy ();
558 new_x = op->x + DIRX(op);
559 new_y = op->y + DIRY(op);
560 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
562
563 if (mflags & P_OUT_OF_MAP) {
564 remove_ob (op);
565 free_object (op);
566 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))
567 } 589 {
568
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
570 if (op->other_arch) { 590 if (op->other_arch)
571 explode_bullet (op); 591 explode_bullet (op);
572 } else { 592 else
573 remove_ob (op); 593 op->destroy ();
574 free_object (op); 594
575 }
576 return; 595 return;
577 } 596 }
578 597
579 remove_ob (op); 598 if (!(op = pos.insert (op, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 599 return;
584 600
585 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
586 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 604 update_turn_face (op);
588 } else { 605 }
606 else
589 check_bullet (op); 607 check_bullet (op);
590 }
591} 608}
592
593
594
595 609
596/* fire_bullet 610/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 614 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
602 * pointers. 616 * pointers.
603 */ 617 */
604 618int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
606 object *tmp=NULL; 621 object *tmp = NULL;
607 int mflags; 622 int mflags;
608 623
609 if (!spob->other_arch) 624 if (!spob->other_arch)
610 return 0; 625 return 0;
611 626
612 tmp=arch_to_object(spob->other_arch); 627 tmp = spob->other_arch->instance ();
613 if(tmp==NULL) 628 if (!tmp)
614 return 0; 629 return 0;
615 630
616 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
617 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);
618 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
620 636
621 tmp->range = 50; 637 tmp->range = 50;
622 638
623 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 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);
627 643
628 tmp->direction=dir; 644 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
630 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
631 647
632 set_owner(tmp,op); 648 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
634 650
635 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 653 tmp->map = op->map;
638 654
655 maptile *newmap;
639 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);
640 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp); 658 {
659 tmp->destroy ();
642 return 0; 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)
643 } 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
644 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)))
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 679 {
646 free_object(tmp); 680 if (!tmp->flag [FLAG_REFLECTING])
681 {
682 tmp->destroy ();
647 return 0; 683 return 0;
648 } 684 }
685
649 tmp->x=op->x; 686 tmp->x = op->x;
650 tmp->y=op->y; 687 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 688 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 689 tmp->map = op->map;
653 } 690 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 691
692 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 693 check_bullet (tmp);
656 } 694
657 return 1; 695 return 1;
658} 696}
659
660
661
662 697
663/***************************************************************************** 698/*****************************************************************************
664 * 699 *
665 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
666 * 701 *
667 *****************************************************************************/ 702 *****************************************************************************/
668 703
669
670/* 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
671void cone_drop(object *op) { 706cone_drop (object *op)
672 object *new_ob = arch_to_object(op->other_arch); 707{
708 object *new_ob = op->other_arch->instance ();
673 709
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 710 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 711 new_ob->set_owner (op->owner);
678 712
679 /* preserve skill ownership */ 713 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 714 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill);
682 new_ob->skill = add_refcount(op->skill); 715 new_ob->skill = op->skill;
683 } 716
684 insert_ob_in_map(new_ob,op->map,op,0); 717 new_ob->insert_at (op, op);
685
686} 718}
687 719
688/* 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 */
689 721
722void
690void move_cone(object *op) { 723move_cone (object *op)
691 int i; 724{
692 tag_t tag;
693
694 /* 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 */
695 if (! op->map) { 726 if (!op->map)
727 {
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
697 op->name ? op->name : "unknown");
698 op->speed = 0; 729 op->set_speed (0);
699 update_ob_speed (op); 730 return;
731 }
732
733 /* lava saves it's life, but not yours :) */
734 if (op->flag [FLAG_LIFESAVE])
735 {
736 hit_map (op, 0, op->attacktype, 0);
737 return;
738 }
739
740#if 0
741 /* Disable this - enabling it makes monsters easier, as
742 * when their cone dies when they die.
743 */
744 /* If no owner left, the spell dies out. */
745 if (op->owner == NULL)
746 {
747 op->destroy ();
748 return;
749 }
750#endif
751
752 hit_map (op, 0, op->attacktype, 0);
753
754 if (!op->is_on_map ())
755 return;
756
757 /* Check to see if we should push anything.
758 * Spell objects with weight push whatever they encounter to some
759 * degree.
760 */
761 if (op->weight)
762 {
763 check_spell_knockback (op);
764
765 if (!op->is_on_map ())
700 return; 766 return;
701 } 767 }
702 768
703 /* lava saves it's life, but not yours :) */ 769 if (op->duration-- < 0)
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 770 {
705 hit_map(op,0,op->attacktype,0); 771 op->destroy ();
706 return; 772 return;
707 } 773 }
708
709#if 0
710 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die.
712 */
713 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) {
715 remove_ob(op);
716 free_object(op);
717 return;
718 }
719#endif
720
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0);
723
724 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some
726 * degree.
727 */
728 if(op->weight) check_spell_knockback(op);
729
730 if (was_destroyed (op, tag))
731 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 }
738 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 775 * any further. When the duration above expires,
740 * then the object will get removed. 776 * then the object will get removed.
741 */ 777 */
742 if (--op->range < 0) { 778 if (--op->range < 0)
779 {
743 op->range=0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
744 return; 781 return;
782 }
783
784 for (int i = -1; i <= 1; i++)
745 } 785 {
786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
746 787
747 for(i= -1;i<2;i++) {
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
749 y=op->y+freearr_y[absdir(op->stats.sp+i)];
750
751 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))
752 object *tmp=get_object(); 789 {
753 copy_object(op, tmp); 790 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 791
757 tmp->duration = op->duration + 1; 792 tmp->duration = op->duration + 1;
758 793
759 /* Use for spell tracking - see ok_to_put_more() */ 794 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 795 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 796
797 op->map->insert (tmp, x, y, op);
798
762 if (tmp->other_arch) cone_drop(tmp); 799 if (tmp->other_arch)
800 cone_drop (tmp);
763 } 801 }
764 } 802 }
765} 803}
766 804
767/* cast_cone: casts a cone spell. 805/* cast_cone: casts a cone spell.
770 * dir: direction to fire in. 808 * dir: direction to fire in.
771 * 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
772 * to fire. 810 * to fire.
773 * returns 0 on failure, 1 on success. 811 * returns 0 on failure, 1 on success.
774 */ 812 */
813int
775int cast_cone(object *op, object *caster,int dir, object *spell) 814cast_cone (object *op, object *caster, int dir, object *spell)
776{ 815{
777 object *tmp; 816 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 817 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 818 maptile *m;
780 sint16 sx, sy; 819 sint16 sx, sy;
781 MoveType movetype; 820 MoveType movetype;
782 821
783 if (!spell->other_arch) return 0; 822 if (!spell->other_arch)
823 return 0;
784 824
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 825 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
786 op->attacktype & AT_TURN_UNDEAD) { 826 {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!"); 827 op->failmsg ("Your undead nature prevents you from turning undead!");
789 return 0; 828 return 0;
790 } 829 }
791 830
792 if(!dir) { 831 if (!dir)
832 {
793 range_min= 0; 833 range_min = 0;
794 range_max=8; 834 range_max = 8;
795 } 835 }
796 836
797 /* 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
798 * 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
799 * insert it into is blocked. 839 * insert it into is blocked.
800 */ 840 */
801 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
802 842
803 for(i=range_min;i<=range_max;i++) { 843 for (i = range_min; i <= range_max; i++)
844 {
804 sint16 x,y, d; 845 sint16 x, y;
805 846
806 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
807 * 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
808 * 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
809 * to hit that person. 850 * to hit that person.
810 */ 851 */
811 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
812 while (d < 0) d+=8;
813 while (d > 8) d-=8;
814 853
815 /* 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.
816 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 858 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 859 * for the rune code.
821 */ 860 */
822 if (caster->type != RUNE && d==0) { 861 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8;
824 else continue;
825 } 862 {
826 863 if (dir != 0)
827 x = op->x+freearr_x[d]; 864 d = 8;
828 y = op->y+freearr_y[d]; 865 else
829
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 866 continue;
867 }
832 868
869 x = op->x + freearr_x[d];
870 y = op->y + freearr_y[d];
871
872 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
873 continue;
874
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 876 continue;
835 877
836 success=1; 878 success = 1;
837 tmp=arch_to_object(spell->other_arch); 879 tmp = spell->other_arch->instance ();
838 set_owner(tmp,op); 880 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 883 tmp->attacktype = spell->attacktype;
844 884
845 /* holy word stuff */ 885 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 887 if (!tailor_god_spell (tmp, op))
848 } 888 return 0;
849 889
850 if(dir) 890 if (dir)
851 tmp->stats.sp=dir; 891 tmp->stats.sp = dir;
852 else 892 else
853 tmp->stats.sp=i; 893 tmp->stats.sp = i;
854 894
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 895 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 896
857 /* 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 */
858 if (dir == 0) { 898 if (dir == 0)
899 {
859 tmp->range /= 4; 900 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 901 if (tmp->range < 2 && spell->range >= 2)
902 tmp->range = 2;
861 } 903 }
904
862 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);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 906 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 907
865 /* Special bonus for fear attacks */ 908 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 909 if (tmp->attacktype & AT_FEAR)
910 {
911 if (caster->type == PLAYER)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 912 tmp->duration += fear_bonus[caster->stats.Cha];
868 else 913 else
869 tmp->duration += caster->level/3; 914 tmp->duration += caster->level / 3;
870 } 915 }
916
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 917 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
918 {
919 if (caster->type == PLAYER)
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 920 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
873 else 921 else
874 tmp->duration += caster->level/3; 922 tmp->duration += caster->level / 3;
875 } 923 }
876 924
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
879 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);
880 spell->other_arch->name);
881 927
882 if (!tmp->move_on && tmp->stats.dam) { 928 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 930
931 m->insert (tmp, sx, sy, op);
932
889 /* 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
890 * a single space too many times. 934 * a single space too many times.
891 */ 935 */
892 tmp->stats.maxhp = tmp->count; 936 tmp->stats.maxhp = tmp->count;
893 937
894 if(tmp->other_arch) cone_drop(tmp); 938 if (tmp->other_arch)
939 cone_drop (tmp);
895 } 940 }
941
896 return success; 942 return success;
897} 943}
898 944
899/**************************************************************************** 945/****************************************************************************
900 * 946 *
901 * BOMB related code 947 * BOMB related code
902 * 948 *
903 ****************************************************************************/ 949 ****************************************************************************/
904 950
905
906/* This handles an exploding bomb. 951/* This handles an exploding bomb.
907 * op is the original bomb object. 952 * op is the original bomb object.
908 */ 953 */
954void
909void animate_bomb(object *op) { 955animate_bomb (object *op)
910 int i; 956{
911 object *env, *tmp;
912 archetype *at;
913
914 if(op->state!=NUM_ANIMATIONS(op)-1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return;
959
960 object *env = op->outer_env ();
961
962 if (op->env)
963 {
964 if (!env->map)
915 return; 965 return;
916 966
917 967 if (!(op = op->insert_at (env, op)))
918 env = object_get_env_recursive(op);
919
920 if (op->env) {
921 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 968 return;
942 } 969 }
943 970
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
944 /* This copies a lot of the code from the fire bullet, 980 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 982 * so just set up the appropriate values.
947 */ 983 */
948 at = find_archetype(SPLINT); 984 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 985 {
950 for(i=1;i<9;i++) { 986 for (int i = 1; i < 9; i++)
987 {
951 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]))
952 continue; 989 continue;
953 tmp = arch_to_object(at); 990
991 object *tmp = at->instance ();
954 tmp->direction = i; 992 tmp->direction = i;
955 tmp->range = op->range; 993 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 995 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 997 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 998 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill);
962 tmp->skill = add_refcount(op->skill); 999 tmp->skill = op->skill;
963 } 1000
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
965 SET_ANIMATION(tmp, i); 1002 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 1003
967 tmp->y = op->y + freearr_x[i]; 1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp); 1005 move_bullet (tmp);
970 } 1006 }
971 } 1007 }
972 1008
973 explode_bullet(op); 1009 explode_bullet (op);
974} 1010}
975 1011
1012int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1013create_bomb (object *op, object *caster, int dir, object *spell)
977 1014{
978 object *tmp; 1015 object *tmp;
979 int mflags; 1016 int mflags;
980 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];
981 mapstruct *m; 1018 maptile *m;
982 1019
983 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 {
984 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))
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1029 {
1030 op->failmsg ("There is something in the way.");
986 return 0; 1031 return 0;
1032 }
987 } 1033 }
988 tmp=arch_to_object(spell->other_arch);
989 1034
1035 tmp = spell->other_arch->instance ();
1036
990 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 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);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1041 tmp->attacktype = spell->attacktype;
995 1042
996 set_owner(tmp,op); 1043 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1044 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1045
999 tmp->y=dy; 1046 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1047 return 1;
1002} 1048}
1003 1049
1004/**************************************************************************** 1050/****************************************************************************
1005 * 1051 *
1006 * smite related spell code. 1052 * smite related spell code.
1014 * dir is the direction to look in. 1060 * dir is the direction to look in.
1015 * range is how far out to look. 1061 * range is how far out to look.
1016 * 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.
1017 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1018 */ 1064 */
1019 1065static object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1066get_pointed_target (object *op, int dir, int range, int type)
1067{
1021 object *target; 1068 object *target;
1022 sint16 x,y; 1069 sint16 x, y;
1023 int dist, mflags; 1070 int dist, mflags;
1024 mapstruct *mp; 1071 maptile *mp;
1025 1072
1026 if (dir==0) return NULL; 1073 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1074 return NULL;
1048}
1049 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}
1050 1100
1051/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1053 * usual params - 1103 * usual params -
1054 * op = player 1104 * op = player
1055 * caster = object casting the spell. 1105 * caster = object casting the spell.
1056 * dir = direction being cast 1106 * dir = direction being cast
1057 * spell = spell object 1107 * spell = spell object
1058 */ 1108 */
1059 1109int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1111{
1061 object *effect, *target; 1112 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1113 object *god = find_god (determine_god (op));
1063 int range; 1114 int range;
1064 1115
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1116 range = spell->range + SP_level_range_adjust (caster, spell);
1066 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);
1067 1118
1068 /* Bunch of conditions for casting this spell. Note that only 1119 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1120 * require a god if this is a cleric spell (requires grace).
1070 * 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
1071 * 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
1072 * interesting spell. 1123 * interesting spell.
1073 * 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
1074 * can't be friendly to your god. 1125 * can't be friendly to your god.
1075 */ 1126 */
1076 1127
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1078 ||(!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1131 || (god && target->title == god->name)
1080 ||(target->race && god && strstr(target->race,god->race))) { 1132 || (god && target->race.contains (god->race)))
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1133 {
1134 op->failmsg ("Your request is unheeded.");
1082 return 0; 1135 return 0;
1083 } 1136 }
1084 1137
1085 if (spell->other_arch) 1138 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1139 effect = spell->other_arch->instance ();
1087 else 1140 else
1088 return 0; 1141 return 0;
1089 1142
1090 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 {
1094 if(tailor_god_spell(effect,op)) 1148 if (tailor_god_spell (effect, op))
1095 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));
1096 "%s answers your call!",determine_god(op));
1097 else { 1150 else
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1151 {
1152 op->failmsg ("Your request is ignored.");
1099 return 0; 1153 return 0;
1100 } 1154 }
1101 } 1155 }
1102 1156
1103 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1104 effect->range=spell->range + 1158 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1159 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1160
1109 if (effect->attacktype & AT_DEATH) { 1161 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1162 {
1111 SP_level_dam_adjust(caster,spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1164
1113 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1166 if (target->flag [FLAG_UNDEAD])
1167 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1168 if (random_roll (0, 2, op, PREFER_LOW))
1169 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1171 effect->x = op->x;
1118 effect->y=op->y; 1172 effect->y = op->y;
1119 } else {
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1121 query_name(target));
1122 target->stats.hp = target->stats.maxhp*2;
1123 free_object(effect);
1124 return 0;
1125 } 1173 }
1174 else
1175 {
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1177 target->stats.hp = target->stats.maxhp * 2;
1178 effect->destroy ();
1179 return 0;
1126 } 1180 }
1127 } else { 1181 }
1182 }
1183 else
1184 {
1128 /* how much woe to inflict :) */ 1185 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1186 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1187 }
1132 1188
1133 set_owner(effect,op); 1189 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1135 1191
1136 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1193 effect->insert_at (target, op);
1138 effect->y=target->y; 1194
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1195 return 1;
1142} 1196}
1143
1144 1197
1145/**************************************************************************** 1198/****************************************************************************
1146 * 1199 *
1147 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1148 * 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
1149 * code here is just to move the missile. 1202 * code here is just to move the missile.
1150 ****************************************************************************/ 1203 ****************************************************************************/
1151 1204
1152/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1206void
1153void move_missile(object *op) { 1207move_missile (object *op)
1154 int i, mflags; 1208{
1155 object *owner;
1156 sint16 new_x, new_y;
1157 mapstruct *m;
1158
1159 if (op->range-- <=0) { 1209 if (op->range-- <= 0)
1160 remove_ob(op); 1210 {
1161 free_object(op); 1211 op->drop_and_destroy ();
1162 return; 1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1163 } 1219 {
1164 1220 op->destroy ();
1165 owner = get_owner(op);
1166#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive
1169 */
1170 if (owner == NULL) {
1171 remove_ob(op);
1172 free_object(op);
1173 return; 1221 return;
1222 }
1223
1224 mapspace &ms = pos.ms ();
1225
1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1174 } 1227 {
1175#endif
1176
1177 new_x = op->x + DIRX(op);
1178 new_y = op->y + DIRY(op);
1179
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1181
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1184 tag_t tag = op->count;
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1187 * 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.
1188 */ 1231 */
1189 if ( ! was_destroyed (op, tag)) { 1232 op->destroy ();
1190 remove_ob (op);
1191 free_object(op);
1192 }
1193 return; 1233 return;
1234 }
1235
1236 if (!op->direction)
1194 } 1237 {
1195 1238 op->destroy ();
1196 remove_ob(op);
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1198 free_object(op);
1199 return; 1239 return;
1200 } 1240 }
1201 op->x = new_x; 1241
1202 op->y = new_y; 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1203 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1205 if(i > 0 && i != op->direction){ 1243 if (i > 0 && i != op->direction)
1244 {
1206 op->direction=i; 1245 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1208 } 1247 }
1209 insert_ob_in_map(op,op->map,op,0); 1248
1249 pos.insert (op, op);
1210} 1250}
1211 1251
1212/**************************************************************************** 1252/****************************************************************************
1213 * Destruction 1253 * Destruction
1214 ****************************************************************************/ 1254 ****************************************************************************/
1255
1215/* make_object_glow() - currently only makes living objects glow. 1256/* make_object_glow() - currently only makes living objects glow.
1216 * 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
1217 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1220 */ 1261 */
1221 1262static int
1222int make_object_glow(object *op, int radius, int time) { 1263make_object_glow (object *op, int radius, int time)
1223 object *tmp; 1264{
1224
1225 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1267 return 0;
1228 1268
1229 tmp=get_archetype(FORCE_NAME); 1269 object *tmp = archetype::get (FORCE_NAME);
1230 tmp->speed = 0.01; 1270 tmp->set_speed (0.01);
1231 tmp->stats.food = time; 1271 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1272 tmp->set_flag (FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1234 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII;
1236
1237 tmp->x=op->x;
1238 tmp->y=op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1241 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1243 1278
1244 if(!tmp->env||op!=tmp->env) {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1246 op->name);
1247 return 0;
1248 }
1249 return 1; 1279 return 1;
1250} 1280}
1251 1281
1252 1282int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1283cast_destruction (object *op, object *caster, object *spell_ob)
1256 int i,j, range, mflags, friendly=0, dam, dur; 1284{
1257 sint16 sx,sy;
1258 mapstruct *m;
1259 object *tmp;
1260 const char *skill;
1261
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 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);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1266 1288
1267 /* destruction doesn't use another spell object, so we need 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1268 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route.
1272 */
1273 skill = op->skill;
1274 if (caster == op) op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill;
1276 else op->skill = NULL;
1277 1290
1278 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);
1279 1295
1280 for(i= -range; i<range; i++) {
1281 for(j=-range; j<range ; j++) {
1282 m = op->map;
1283 sx = op->x + i;
1284 sy = op->y + j;
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue;
1287 if (mflags & P_IS_ALIVE) { 1296 if (ms.flags () & P_IS_ALIVE)
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1297 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1298 {
1299 next = tmp->above;
1300
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_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 ())))
1290 } 1307 {
1291 if (tmp) {
1292 if (tmp->head) tmp=tmp->head;
1293
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1309 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1298 if (spell_ob->other_arch) { 1312 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1313 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1300 tmp->x = sx;
1301 tmp->y = sy;
1302 insert_ob_in_map(tmp, m, op, 0);
1303 }
1304 } 1314 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1306 tmp->resist[ATNR_MAGIC]!=100) { 1316 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1318 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1309 effect->x = sx;
1310 effect->y = sy;
1311 insert_ob_in_map(effect, m, op, 0);
1312 }
1313 } 1319 }
1314 } 1320 }
1315 } 1321 }
1316 } 1322 }
1317 }
1318 } 1323 }
1319 op->skill = skill; 1324
1320 return 1; 1325 return 1;
1321} 1326}
1322 1327
1323/*************************************************************************** 1328/***************************************************************************
1324 * 1329 *
1325 * CURSE 1330 * CURSE
1326 * 1331 *
1327 ***************************************************************************/ 1332 ***************************************************************************/
1328 1333int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1334cast_curse (object *op, object *caster, object *spell_ob, int dir)
1335{
1330 object *god = find_god(determine_god(op)); 1336 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1337 object *tmp, *force;
1332 1338
1333 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);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1340 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op, 1341 {
1337 "There is no one in that direction to curse."); 1342 op->failmsg ("There is no one in that direction to curse.");
1338 return 0; 1343 return 0;
1339 } 1344 }
1340 1345
1346 tmp = tmp->head_ ();
1347
1341 /* 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. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1349 for (force = tmp->inv; force; force = force->below)
1350 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1351 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1352 {
1344 if (force->name == spell_ob->name) { 1353 if (force->name == spell_ob->name)
1354 {
1345 break; 1355 break;
1346 } 1356 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1357 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1358 {
1349 "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);
1350 spell_ob->name, force->name_pl);
1351 return 0; 1360 return 0;
1352 } 1361 }
1353 } 1362 }
1354 } 1363 }
1355 1364
1356 if(force==NULL) { 1365 if (!force)
1366 {
1357 force=get_archetype(FORCE_NAME); 1367 force = archetype::get (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1368 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name); 1369
1360 if (spell_ob->race) 1370 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1371 force->name = spell_ob->race;
1362 else 1372 else
1363 force->name = add_refcount(spell_ob->name); 1373 force->name = spell_ob->name;
1364 free_string(force->name_pl); 1374
1365 force->name_pl = add_refcount(spell_ob->name); 1375 force->name_pl = spell_ob->name;
1366 1376
1367 } else { 1377 }
1378 else
1379 {
1368 int duration; 1380 int duration;
1369 1381
1370 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;
1371 if (duration > force->duration) { 1383 if (duration > force->duration)
1384 {
1372 force->duration = duration; 1385 force->duration = duration;
1373 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.");
1387 }
1374 } else { 1388 else
1375 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.");
1376 } 1390
1377 return 1; 1391 return 1;
1378 } 1392 }
1393
1379 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;
1380 force->speed = 1.0;
1381 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1396 force->set_speed (1.f);
1397 force->set_flag (FLAG_APPLIED);
1383 1398
1384 if(god) { 1399 if (god)
1400 {
1385 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1402 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1403 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1404 force->path_denied = god->path_denied;
1389 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);
1390 "You are a victim of %s's curse!",god->name); 1406 }
1391 } else 1407 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1408 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1409
1394 1410
1395 if(tmp!=op && op->type==PLAYER) 1411 if (tmp != op && op->type == PLAYER)
1396 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);
1397 1413
1398 force->stats.ac = spell_ob->stats.ac; 1414 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1415 force->stats.wc = spell_ob->stats.wc;
1400 1416
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1417 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1418 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1419 tmp->update_stats ();
1420
1404 return 1; 1421 return 1;
1405
1406} 1422}
1407
1408 1423
1409/********************************************************************** 1424/**********************************************************************
1410 * mood change 1425 * mood change
1411 * 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
1412 * effects monsters, it seems best to put it into this file 1427 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1428 ***********************************************************************/
1414 1429
1415/* This covers the various spells that change the moods of monsters - 1430/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1431 * makes them angry, peacful, friendly, etc.
1417 */ 1432 */
1433int
1418int mood_change(object *op, object *caster, object *spell) { 1434mood_change (object *op, object *caster, object *spell)
1435{
1419 object *tmp, *god, *head; 1436 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1437 int done_one, range, level, at, best_at;
1421 sint16 x, y, nx, ny;
1422 mapstruct *m;
1423 const char *race; 1438 const char *race;
1424 1439
1425 /* 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
1426 * doing it over and over again. 1441 * doing it over and over again.
1427 */ 1442 */
1428 god=find_god(determine_god(op)); 1443 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1444 level = casting_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1445 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1446
1432 /* 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_...
1433 * 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
1434 * won't ever match anything. 1449 * won't ever match anything.
1435 */ 1450 */
1436 if (!spell->race) race=NULL; 1451 if (!spell->race)
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1452 race = NULL;
1438 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
1439 else race = spell->race; 1458 race = spell->race;
1459
1460 dynbuf buf;
1461 unordered_mapwalk (buf, op, -range, -range, range, range)
1440 1462 {
1463 mapspace &ms = m->at (nx, ny);
1441 1464
1442 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) {
1444
1445 done_one=0;
1446 m = op->map;
1447 nx = x;
1448 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue;
1451
1452 /* 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 */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1466 if (!ms.flags () & P_IS_ALIVE)
1467 continue;
1454 1468
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1469 // players can only affect spaces that they can actually see
1456 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;
1457 1474
1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1476 if (tmp->flag [FLAG_MONSTER])
1477 break;
1478
1458 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1480 if (!tmp)
1481 continue;
1460 1482
1461 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1484 head = tmp->head_ ();
1463 else head=tmp;
1464 1485
1465 /* 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 */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1487 if (race && head->race && !strstr (race, head->race))
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1488 continue;
1468 1489
1490 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1491 continue;
1492
1469 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1494 best_at = -1;
1471 if (spell->attacktype) { 1495 if (spell->attacktype)
1496 {
1472 for (at=0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1474 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;
1475 1501
1476 if (best_at == -1) at=0; 1502 if (best_at == -1)
1503 at = 0;
1504 else
1505 {
1506 if (head->resist[best_at] == 100)
1507 continue;
1477 else { 1508 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1480 }
1481 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue;
1483 } 1510 }
1511
1512 at -= level / 5;
1513 if (did_make_save (head, head->level, at))
1514 continue;
1515 }
1484 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1517 {
1485 /* 1518 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1522
1490 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1491 1524
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1526 charm a level 125 monster...
1494 1527
1495 Ryo, august 14th 1528 Ryo, august 14th
1496 */ 1529 */
1497 {
1498 if ( head->level > level ) continue; 1530 if (head->level > level)
1531 continue;
1532
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1534 /* Failed, no effect */
1501 continue; 1535 continue;
1502 } 1536 }
1503 1537
1504 /* Done with saving throw. Now start effecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1505 1540
1506 /* aggravation */ 1541 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1542 if (spell->flag [FLAG_MONSTER])
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1543 {
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1544 head->clr_flag (FLAG_SLEEP);
1510 remove_friendly_object(head); 1545 remove_friendly_object (head);
1511
1512 done_one = 1; 1546 done_one = 1;
1513 head->enemy = op; 1547 head->enemy = op;
1514 } 1548 }
1515 1549
1516 /* calm monsters */ 1550 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1551 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1552 {
1553 head->set_flag (FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1554 head->enemy = NULL;
1520 done_one = 1; 1555 done_one = 1;
1521 } 1556 }
1522 1557
1523 /* berserk monsters */ 1558 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1559 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1525 SET_FLAG(head, FLAG_BERSERK); 1560 {
1561 head->set_flag (FLAG_BERSERK);
1526 done_one = 1; 1562 done_one = 1;
1527 } 1563 }
1564
1528 /* charm */ 1565 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1566 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1530 SET_FLAG(head, FLAG_FRIENDLY); 1567 {
1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1532 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.
1533 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. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1573 head->clr_flag (FLAG_GENERATOR);
1535 set_owner(head, op); 1574 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1576 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1539 done_one = 1; 1578 done_one = 1;
1540 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);
1541 head->stats.exp = 0; 1580 head->stats.exp = 0;
1542 } 1581 }
1543 1582
1544 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1584 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1585 m->insert (spell->other_arch->instance (), nx, ny, op);
1547 tmp->x = nx; 1586 }
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1587
1553 return 1; 1588 return 1;
1554} 1589}
1555
1556 1590
1557/* 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
1558 * 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
1559 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1594 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1562 */ 1596 */
1563 1597void
1564void move_ball_spell(object *op) { 1598move_ball_spell (object *op)
1599{
1565 int i,j,dam_save,dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1567 object *owner; 1602 object *owner;
1568 mapstruct *m; 1603 maptile *m;
1569 1604
1570 owner = get_owner(op); 1605 owner = op->owner;
1571 1606
1572 /* 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,
1573 * 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
1574 * victim. The block immediately below more or less chooses a random 1609 * victim. The block immediately below more or less chooses a random
1575 * 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
1576 * deviations. 1611 * deviations.
1577 */ 1612 */
1578 1613
1579 dir = 0; 1614 dir = 0;
1580 if(!(rndm(0, 3))) 1615 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1616 j = rndm (0, 1);
1582 else j=0; 1617 else
1618 j = 0;
1583 1619
1584 for(i = 1; i < 9; i++) { 1620 for (i = 1; i < 9; i++)
1621 {
1585 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1587 */ 1624 */
1588
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1591 1627
1592 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1594 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))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1631 {
1596 dir = tmpdir; 1632 dir = tmpdir;
1597 break; 1633 break;
1598 } 1634 }
1599 } 1635 }
1636
1600 if (dir == 0) { 1637 if (dir == 0)
1638 {
1601 nx = op->x; 1639 nx = op->x;
1602 ny = op->y; 1640 ny = op->y;
1603 m = op->map; 1641 m = op->map;
1604 } 1642 }
1605 1643
1606 remove_ob(op); 1644 m->insert (op, nx, ny, op);
1607 op->y=ny; 1645
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 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
1612 surrounding squares */ 1647 surrounding squares */
1613 1648
1614 /* loop over current square and neighbors to hit. 1649 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1650 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1651 * the surround spaces.
1617 */ 1652 */
1618 for(j=0;j<9;j++) { 1653 for (j = 0; j < 9; j++)
1619 object *new_ob; 1654 {
1620
1621 hx = nx+freearr_x[j]; 1655 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1656 hy = ny + freearr_y[j];
1623 1657
1624 m = op->map; 1658 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1659 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1660
1627 if (mflags & P_OUT_OF_MAP) continue; 1661 if (mflags & P_OUT_OF_MAP)
1662 continue;
1628 1663
1629 /* 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
1630 * of the map either. 1665 * of the map either.
1631 */ 1666 */
1632 1667
1633 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)))
1669 {
1670 if (j)
1634 if(j) op->stats.dam = dam_save/2; 1671 op->stats.dam = dam_save / 2;
1672
1635 hit_map(op,j,op->attacktype,1); 1673 hit_map (op, j, op->attacktype, 1);
1636
1637 } 1674 }
1638 1675
1639 /* insert the other arch */ 1676 /* insert the other arch */
1640 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))))
1641 new_ob = arch_to_object(op->other_arch); 1678 m->insert (op->other_arch->instance (), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1679 }
1647 1680
1648 /* restore to the center location and damage*/ 1681 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1650 1683
1651 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);
1652 1685
1653 if(i>=0) { /* we have a preferred direction! */ 1686 if (i >= 0)
1687 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1688 /* pick another direction if the preferred dir is blocked. */
1655 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 ||
1656 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)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1691 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1692
1659 op->direction=i; 1693 op->direction = i;
1660 } 1694 }
1661} 1695}
1662 1696
1663
1664/* move_swarm_spell: peterm 1697/* move_swarm_spell: peterm
1665 * 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
1666 * 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
1667 * 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
1668 * 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
1669 * 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.
1670 */ 1703 */
1671 1704void
1672void move_swarm_spell(object *op) 1705move_swarm_spell (object *op)
1673{ 1706{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1707#if 0
1696 // 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 };
1697 // (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 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1710 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1711 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1712 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1713#endif
1714 object *owner = op->env;
1743 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
1744 /* 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
1745 * should just be a pointer to the spell in some inventory, 1777 * should just be a pointer to the spell in some inventory,
1746 * 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,
1747 * do some sanity checking anyways. 1779 * do some sanity checking anyways.
1748 */ 1780 */
1749 1781
1750 if (op->spell && op->spell->type == SPELL) 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))))
1751 { 1785 {
1786
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1787 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1788 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1789 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 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
1801 if (op->spell && op->spell->type == SPELL)
1802 {
1803 /* Bullet spells have a bunch more customization that needs to be done */
1804 if (op->spell->subtype == SP_BULLET)
1805 fire_bullet (owner, op, basedir, op->spell);
1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 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);
1757 } 1808 }
1758} 1809}
1759
1760
1761
1762 1810
1763/* fire_swarm: 1811/* fire_swarm:
1764 * The following routine creates a swarm of objects. It actually 1812 * The following routine creates a swarm of objects. It actually
1765 * sets up a specific swarm object, which then fires off all 1813 * sets up a specific swarm object, which then fires off all
1766 * the parts of the swarm. 1814 * the parts of the swarm.
1769 * caster: the caster (owner, wand, rod, scroll) 1817 * caster: the caster (owner, wand, rod, scroll)
1770 * dir: the direction everything will be fired in 1818 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1819 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1820 * n: the number to be fired.
1773 */ 1821 */
1774 1822int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1823fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1824{
1777 object *tmp;
1778 int i;
1779
1780 if (!spell->other_arch) return 0; 1825 if (!spell->other_arch)
1826 return 0;
1781 1827
1782 tmp=get_archetype(SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1783 tmp->x=op->x; 1829
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1786 set_spell_skill(op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1787
1788 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. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1832 tmp->spell = spell->other_arch->instance ();
1790
1791 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1792 1834
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1795 return 1; 1837 return 1;
1796 } 1838
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1842
1801 tmp->direction=dir;
1802 tmp->invisible=1; 1843 tmp->invisible = 1;
1803 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
1804 return 1; 1851 return 1;
1805} 1852}
1806
1807 1853
1808/* See the spells documentation file for why this is its own 1854/* See the spells documentation file for why this is its own
1809 * function. 1855 * function.
1810 */ 1856 */
1857int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1858cast_light (object *op, object *caster, object *spell, int dir)
1859{
1812 object *target=NULL,*tmp=NULL; 1860 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1861 sint16 x, y;
1814 int dam, mflags; 1862 int dam, mflags;
1815 mapstruct *m; 1863 maptile *m;
1816 1864
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1866
1819 if(!dir) { 1867 if (dir)
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1821 return 0;
1822 } 1868 {
1823
1824 x=op->x+freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1826 m = op->map; 1871 m = op->map;
1827 1872
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1874
1830 if (mflags & P_OUT_OF_MAP) { 1875 if (mflags & P_OUT_OF_MAP)
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1876 {
1877 op->failmsg ("Nothing is there.");
1832 return 0; 1878 return 0;
1833 } 1879 }
1834 1880
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1882 {
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1884 if (target->flag [FLAG_MONSTER])
1885 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1887 if (target->head)
1839 if(target->head) target = target->head; 1888 target = target->head;
1889
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1842 } 1892 }
1843 } 1893 }
1844 1894
1845 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1846 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)))
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1897 {
1898 op->failmsg ("Something is in the way.");
1848 return 0; 1899 return 0;
1900 }
1849 } 1901 }
1850 1902
1851 /* 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 */
1852 tmp=arch_to_object(spell->other_arch); 1904 tmp = spell->other_arch->instance ();
1853 if(!tmp) { 1905 if (!tmp)
1906 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1908 return 0;
1856 } 1909 }
1910
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1858 if (tmp->glow_radius) { 1913 if (tmp->glow_radius)
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1914 tmp->set_glow_radius (
1860 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)
1861 } 1916 );
1862 tmp->x=x; 1917
1863 tmp->y=y; 1918 if (dir)
1864 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
1865 return 1; 1923 return 1;
1866} 1924}
1867
1868
1869
1870 1925
1871/* cast_cause_disease: this spell looks along <dir> from the 1926/* cast_cause_disease: this spell looks along <dir> from the
1872 * player and infects someone. 1927 * player and infects someone.
1873 * 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
1874 * 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
1875 * perhaps this should actually be in disease.c? 1930 * perhaps this should actually be in disease.c?
1876 */ 1931 */
1877 1932int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1933cast_cause_disease (object *op, object *caster, object *spell, int dir)
1934{
1879 sint16 x,y; 1935 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1936 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1937 object *walk;
1882 mapstruct *m; 1938 maptile *m;
1883 1939
1884 x = op->x; 1940 x = op->x;
1885 y = op->y; 1941 y = op->y;
1886 1942
1887 /* 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
1888 * direction the player is pointing. 1944 * direction the player is pointing.
1889 */ 1945 */
1946 if (!dir)
1890 if (!dir) dir=op->facing; 1947 dir = op->facing;
1948
1949 if (!dir)
1891 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 */
1892 1951
1893 /* Calculate these once here */ 1952 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 1953 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 1954 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 1955 dur_mod = SP_level_duration_adjust (caster, spell);
1897 1956
1898 /* search in a line for a victim */ 1957 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 1958 for (i = 1; i < range; i++)
1959 {
1900 x = op->x + i * freearr_x[dir]; 1960 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 1961 y = op->y + i * freearr_y[dir];
1902 m = op->map; 1962 m = op->map;
1903 1963
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 1964 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 1965
1906 if (mflags & P_OUT_OF_MAP) return 0; 1966 if (mflags & P_OUT_OF_MAP)
1967 return 0;
1907 1968
1908 /* don't go through walls - presume diseases are airborne */ 1969 /* don't go through walls - presume diseases are airborne */
1909 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;
1910 1972
1911 /* 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 */
1912 if (mflags & P_IS_ALIVE) { 1974 if (mflags & P_IS_ALIVE)
1975 {
1913 /* search this square for a victim */ 1976 /* search this square for a victim */
1914 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)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1978 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1979 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 1980 object *disease = spell->other_arch->instance ();
1917 1981
1918 set_owner(disease,op); 1982 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 1983 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 1984 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 1985 disease->level = casting_level (caster, spell);
1922 1986
1923 /* do level adjustments */ 1987 /* do level adjustments */
1924 if(disease->stats.wc) 1988 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
1925 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;
1926 1992
1927 if(disease->magic> 0)
1928 disease->magic += dur_mod/4;
1929
1930 if(disease->stats.maxhp>0)
1931 disease->stats.maxhp += dur_mod;
1932
1933 if(disease->stats.maxgrace>0)
1934 disease->stats.maxgrace += dur_mod;
1935
1936 if(disease->stats.dam) {
1937 if(disease->stats.dam > 0)
1938 disease->stats.dam += dam_mod;
1939 else disease->stats.dam -= dam_mod;
1940 }
1941
1942 if(disease->last_sp) { 1993 if (disease->last_sp)
1943 disease->last_sp -= 2*dam_mod;
1944 if(disease->last_sp <1) disease->last_sp = 1;
1945 }
1946
1947 if(disease->stats.maxsp) {
1948 if(disease->stats.maxsp > 0)
1949 disease->stats.maxsp += dam_mod;
1950 else disease->stats.maxsp -= dam_mod;
1951 }
1952 1994 {
1953 if(disease->stats.ac)
1954 disease->stats.ac += dam_mod; 1995 disease->last_sp -= 2 * dam_mod;
1955 1996
1956 if(disease->last_eat) 1997 if (disease->last_sp < 1)
1957 disease->last_eat -= dam_mod; 1998 disease->last_sp = 1;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod;
1961
1962 if(disease->stats.sp)
1963 disease->stats.sp -= dam_mod;
1964
1965 if(infect_object(walk,disease,1)) {
1966 object *flash; /* visual effect for inflicting disease */
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name);
1969
1970 free_object(disease); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC);
1972 flash->x = x;
1973 flash->y = y;
1974 flash->map = walk->map;
1975 insert_ob_in_map(flash,walk->map,op,0);
1976 return 1;
1977 } 1999 }
1978 free_object(disease); 2000
2001 if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_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;
2007
2008 if (infect_object (walk, disease, 1))
2009 {
2010 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2011
2012 disease->destroy (); /* don't need this one anymore */
2013 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2014 return 1;
1979 } 2015 }
2016
2017 disease->destroy ();
2018 }
1980 } /* if living creature */ 2019 } /* if living creature */
1981 } /* for range of spaces */ 2020 } /* for range of spaces */
2021
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2022 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2023 return 1;
1984} 2024}

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