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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.8 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.117 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.8 2006/09/07 10:01:58 pippijn Exp $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
12 8 *
13 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 12 * option) any later version.
17 13 *
18 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 17 * GNU General Public License for more details.
22 18 *
23 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
26 22 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 24 */
29 25
30/* This file contains all the spell attack code. Grouping this code 26/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 27 * together should hopefully make it easier to find the relevent bits
32 * of code 28 * of code
33 */ 29 */
34 30
35#include <global.h> 31#include <global.h>
36#include <object.h> 32#include <object.h>
37#include <living.h> 33#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 34#include <sproto.h>
40#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43static void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 45{
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
105 * 106 *
106 * BOLT CODE 107 * BOLT CODE
107 * 108 *
108 ***************************************************************************/ 109 ***************************************************************************/
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114static void
114void forklightning(object *op, object *tmp) { 115forklightning (object *op, object *tmp)
116{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 117 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 118 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 119 maptile *m;
118 sint16 sx,sy; 120 sint16 sx, sy;
119 object *new_bolt; 121 object *new_bolt;
120 122
121 /* pick a fork direction. tmp->stats.Con is the left bias 123 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 124 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 125 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 126 * down to 0 for one going 90 degrees left off original path
125 */ 127 */
126 128
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 129 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 130 new_dir = -1;
129 131
130 /* check the new dir for a wall and in the map*/ 132 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
132 134
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 135 if (get_map_flags (tmp->map, &m, tmp->x + DIRX (t_dir), tmp->y + DIRY (t_dir), &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 136 return;
136 137
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 138 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 139 return;
139 140
140 /* OK, we made a fork */ 141 /* OK, we made a fork */
141 new_bolt = get_object(); 142 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 143
144 /* reduce chances of subsequent forking */ 144 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 145 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 146 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 148 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 149 new_bolt->direction = t_dir;
150 new_bolt->duration++; 150 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 151 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 152 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 153 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 154 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 155
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
159} 158}
160 159
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
163 */ 162 */
164 163void
165void move_bolt(object *op) { 164move_bolt (object *op)
166 object *tmp; 165{
167 int mflags; 166 int mflags;
168 sint16 x, y; 167 sint16 x, y;
169 mapstruct *m; 168 maptile *m;
170 169
171 if(--(op->duration)<0) { 170 if (--op->duration < 0)
172 remove_ob(op); 171 {
173 free_object(op); 172 op->drop_and_destroy ();
173 return;
174 }
175
176 hit_map (op, 0, op->attacktype, 1);
177
178 if (!op->direction)
179 return;
180
181 if (--op->range < 0)
182 op->range = 0;
183 else
184 {
185 x = op->x + DIRX (op->direction);
186 y = op->y + DIRY (op->direction);
187 m = op->map;
188 mflags = get_map_flags (m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP)
174 return; 191 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 192
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 */ 193 /* 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 194 /* 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 195 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 196 * will be useful.
195 */ 197 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 198 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))) { 199 {
198 200 if (!op->flag [FLAG_REFLECTING])
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return; 201 return;
201 202
202 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 206 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 207 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 208 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 209 * to the southwest.
209 */ 210 */
210 if(op->direction&1) 211 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 212 op->direction = absdir (op->direction + 4);
212 else { 213 else
214 {
213 int left, right; 215 int left, right;
214 int mflags; 216 int mflags;
215 217
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 218 /* 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 219 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
220 */ 222 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 223 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction - 1)),
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
223 225
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 226 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 227
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 228 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction + 1)),
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 229 op->y + DIRY (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)); 230 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 231
230 if(left==right) 232 if (left == right)
231 op->direction=absdir(op->direction+4); 233 op->direction = absdir (op->direction + 4);
232 else if(left) 234 else if (left)
233 op->direction=absdir(op->direction+2); 235 op->direction = absdir (op->direction + 2);
234 else if(right) 236 else if (right)
235 op->direction=absdir(op->direction-2); 237 op->direction = absdir (op->direction - 2);
236 } 238 }
239
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 240 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 241 return;
239 } 242 }
243 else
240 else { /* Create a copy of this object and put it ahead */ 244 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 245 object *tmp = op->clone ();
242 copy_object(op,tmp); 246
247 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 248 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 */ 249 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 250 tmp->duration++;
248 251
249 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 253 * going off in other directions.
251 */ 254 */
255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
256 forklightning (op, tmp); /* stats.Dex % of forking */
252 257
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 258 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 259 * doesn't create any bolts that continue to move onward.
258 */ 260 */
259 op->range = 0; 261 op->range = 0;
260 } /* copy object and move it along */ 262 } /* copy object and move it along */
261 } /* if move bolt along */ 263 } /* if move bolt along */
262} 264}
263 265
264/* fire_bolt 266/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 267 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 268 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 269 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 270 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 271 * This function sets up the appropriate owner and skill
270 * pointers. 272 * pointers.
271 */ 273 */
272 274int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 275fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
276{
274 object *tmp=NULL; 277 object *tmp = NULL;
275 int mflags; 278 int mflags;
276 279
277 if (!spob->other_arch) 280 if (!spob->other_arch)
278 return 0; 281 return 0;
279 282
280 tmp=arch_to_object(spob->other_arch); 283 tmp = spob->other_arch->instance ();
281 if(tmp==NULL) 284 if (tmp == NULL)
282 return 0; 285 return 0;
283 286
284 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 288 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 289 tmp->attacktype = spob->attacktype;
290
291 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 292 tmp->slaying = spob->slaying;
293
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 294 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
292 298
293 tmp->direction=dir; 299 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
295 SET_ANIMATION(tmp, dir); 301 SET_ANIMATION (tmp, dir);
296 302
297 set_owner(tmp,op); 303 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
299 305
300 tmp->x=op->x + DIRX(tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
301 tmp->y=op->y + DIRY(tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
302 tmp->map = op->map; 308 tmp->map = op->map;
303 309
310 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 311 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 312 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 313 {
314 tmp->drop_and_destroy ();
307 return 0; 315 return 0;
308 } 316 }
317
318 tmp->map = newmap;
319
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 321 {
311 free_object(tmp); 322 if (!tmp->flag [FLAG_REFLECTING])
323 {
324 tmp->drop_and_destroy ();
312 return 0; 325 return 0;
313 } 326 }
327
314 tmp->x=op->x; 328 tmp->x = op->x;
315 tmp->y=op->y; 329 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 330 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 331 tmp->map = op->map;
318 } 332 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 333
334 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 335 move_bolt (tmp);
336
321 return 1; 337 return 1;
322} 338}
323
324
325 339
326/*************************************************************************** 340/***************************************************************************
327 * 341 *
328 * BULLET/BALL CODE 342 * BULLET/BALL CODE
329 * 343 *
330 ***************************************************************************/ 344 ***************************************************************************/
331 345
332/* expands an explosion. op is a piece of the 346/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 347 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 348 * At least that is what I think this does.
335 */ 349 */
350void
336void explosion(object *op) { 351explosion (object *op)
337 object *tmp; 352{
338 mapstruct *m=op->map; 353 maptile *m = op->map;
339 int i; 354 int i;
340 355
341 if(--(op->duration)<0) { 356 if (--op->duration < 0)
342 remove_ob(op); 357 {
343 free_object(op); 358 op->destroy ();
344 return; 359 return;
345 } 360 }
361
346 hit_map(op,0,op->attacktype,0); 362 hit_map (op, 0, op->attacktype, 0);
347 363
348 if(op->range>0) { 364 if (op->range > 0)
365 {
349 for(i=1;i<9;i++) { 366 for (i = 1; i < 9; i++)
367 {
350 sint16 dx,dy; 368 sint16 dx, dy;
351 369
352 dx=op->x+freearr_x[i]; 370 dx = op->x + DIRX (i);
353 dy=op->y+freearr_y[i]; 371 dy = op->y + DIRY (i);
372
354 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 374 * out of map, etc.
356 */ 375 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 376 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 377 {
359 copy_object(op,tmp); 378 object *tmp = op->clone ();
379
360 tmp->state=0; 380 tmp->state = 0;
361 tmp->speed_left= -0.21; 381 tmp->speed_left = -0.21f;
362 tmp->range--; 382 tmp->range--;
363 tmp->value=0; 383 tmp->value = 0;
364 tmp->x=dx; 384
365 tmp->y=dy; 385 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 386 }
368 } 387 }
369 } 388 }
370} 389}
371
372 390
373/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
375 * explode. 393 * explode.
376 */ 394 */
395static void
377void explode_bullet(object *op) 396explode_bullet (object *op)
378{ 397{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 398 object *tmp, *owner;
381 399
382 if (op->other_arch == NULL) { 400 if (!op->other_arch)
401 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 403 op->destroy ();
385 free_object (op); 404 return;
405 }
406
407 if (op->env)
408 {
409 object *env = op->outer_env ();
410
411 if (!env->map || out_of_map (env->map, env->x, env->y))
412 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy ();
415 return;
416 }
417
418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
419 }
420 else if (out_of_map (op->map, op->x, op->y))
421 {
422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
423 op->destroy ();
424 return;
425 }
426
427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
428 // NOTE: If this breaks something important: remove this. I can't think of anything
429 // bad at the moment that might happen from this.
430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
431 {
432 op->destroy ();
433 return;
434 }
435
436 if (op->attacktype)
437 {
438 hit_map (op, 0, op->attacktype, 1);
439
440 if (op->destroyed ())
386 return; 441 return;
387 } 442 }
388 443
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 */ 444 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
428 446
429 copy_owner (tmp, op); 447 tmp->set_owner (op);
430 tmp->skill = op->skill; 448 tmp->skill = op->skill;
431 449
432 owner = get_owner(op); 450 owner = op->owner;
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 451
452 if ((tmp->attacktype & AT_HOLYWORD
453 || tmp->attacktype & AT_GODPOWER)
454 && owner
434 !tailor_god_spell(tmp, owner)) { 455 && !tailor_god_spell (tmp, owner))
435 remove_ob (op); 456 {
436 free_object (op); 457 op->destroy ();
437 return; 458 return;
438 } 459 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 460
442 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
444 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 465 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 467 tmp->duration = op->duration;
448 } else { 468 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
450 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 479 * the count of the parent should work fine.
456 */ 480 */
457 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
458 } 482 }
459 483
460 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
463 487
464 /* Prevent recursion */ 488 /* Prevent recursion */
465 op->move_on = 0; 489 op->move_on = 0;
466 490
467 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
468 /* remove the firebullet */ 494 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 495 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 496}
474
475
476 497
477/* checks to see what op should do, given the space it is on 498/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 499 * (eg, explode, damage player, etc)
479 */ 500 */
480 501void
481void check_bullet(object *op) 502check_bullet (object *op)
482{ 503{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 504 object *tmp;
485 int dam, mflags; 505 int dam, mflags;
486 mapstruct *m; 506 maptile *m;
487 sint16 sx, sy; 507 sint16 sx, sy;
488 508
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 509 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 510
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 511 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 512 return;
493 513
494 if (op->other_arch) { 514 if (op->other_arch)
515 {
495 /* explode object will also remove op */ 516 /* explode object will also remove op */
496 explode_bullet (op); 517 explode_bullet (op);
497 return; 518 return;
498 } 519 }
499 520
500 /* If nothing alive on this space, no reason to do anything further */ 521 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 522 if (!(mflags & P_IS_ALIVE))
523 return;
502 524
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
504 { 526 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 527 if (tmp->flag [FLAG_ALIVE])
506 tmp_tag = tmp->count; 528 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 529 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 530
509 || (op->stats.dam -= dam) < 0) 531 // TODO: can't understand the following if's
532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 { 533 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 534 if (!op->flag [FLAG_REMOVED])
512 remove_ob (op); 535 {
513 free_object(op); 536 op->destroy ();
514 return; 537 return;
515 } 538 }
516 } 539 }
517 } 540 }
518 } 541 }
519} 542}
520
521 543
522/* Basically, we move 'op' one square, and if it hits something, 544/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 545 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 546 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
526 */ 548 */
527 549void
528void move_bullet(object *op) 550move_bullet (object *op)
529{ 551{
530 sint16 new_x, new_y;
531 int mflags;
532 mapstruct *m;
533
534#if 0 552#if 0
535 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
536 554
537 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
540 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
542 return; 561 return;
543 } /* end addition. */ 562 } /* end addition. */
544#endif 563#endif
545 564
546 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
548 if (op->other_arch) { 568 if (op->other_arch)
549 explode_bullet (op); 569 explode_bullet (op);
550 } else { 570 else
551 remove_ob (op); 571 op->destroy ();
552 free_object (op); 572
553 }
554 return; 573 return;
574 }
575
576 mapxy pos (op);
577 pos.move (op->direction);
578
579 if (!pos.normalise ())
555 } 580 {
556 581 op->destroy ();
557 new_x = op->x + DIRX(op);
558 new_y = op->y + DIRY(op);
559 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
561
562 if (mflags & P_OUT_OF_MAP) {
563 remove_ob (op);
564 free_object (op);
565 return; 582 return;
583 }
584
585 mapspace &ms = pos.ms ();
586
587 ms.update ();
588
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
566 } 590 {
567
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
569 if (op->other_arch) { 591 if (op->other_arch)
570 explode_bullet (op); 592 explode_bullet (op);
571 } else { 593 else
572 remove_ob (op); 594 op->destroy ();
573 free_object (op); 595
574 }
575 return; 596 return;
576 } 597 }
577 598
578 remove_ob (op); 599 if (!(op = pos.insert (op, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 600 return;
583 601
584 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
585 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 605 update_turn_face (op);
587 } else { 606 }
607 else
588 check_bullet (op); 608 check_bullet (op);
589 }
590} 609}
591
592
593
594 610
595/* fire_bullet 611/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 615 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
601 * pointers. 617 * pointers.
602 */ 618 */
603 619int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
605 object *tmp=NULL; 622 object *tmp = NULL;
606 int mflags; 623 int mflags;
607 624
608 if (!spob->other_arch) 625 if (!spob->other_arch)
609 return 0; 626 return 0;
610 627
611 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
612 if(tmp==NULL) 629 if (!tmp)
613 return 0; 630 return 0;
614 631
615 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
635 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
619 637
620 tmp->range = 50; 638 tmp->range = 50;
621 639
622 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 644
627 tmp->direction=dir; 645 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
629 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
630 648
631 set_owner(tmp,op); 649 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
633 651
634 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
635 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
636 tmp->map = op->map; 654 tmp->map = op->map;
637 655
656 maptile *newmap;
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 659 {
660 tmp->destroy ();
641 return 0; 661 return 0;
662 }
663
664 tmp->map = newmap;
665
666 // in case the bullet has direction 0 we explode it in place.
667 // direction 0 is possible for instance when a poison cloud trap springs.
668 if (tmp->direction == 0)
642 } 669 {
670 if (tmp->other_arch
671 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
672 explode_bullet (tmp); // explode object will/should remove tmp
673 else
674 tmp->destroy ();
675
676 return 0;
677 }
678
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 679 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 680 {
645 free_object(tmp); 681 if (!tmp->flag [FLAG_REFLECTING])
682 {
683 tmp->destroy ();
646 return 0; 684 return 0;
647 } 685 }
686
648 tmp->x=op->x; 687 tmp->x = op->x;
649 tmp->y=op->y; 688 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 689 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 690 tmp->map = op->map;
652 } 691 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 692
693 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 694 check_bullet (tmp);
655 } 695
656 return 1; 696 return 1;
657} 697}
658
659
660
661 698
662/***************************************************************************** 699/*****************************************************************************
663 * 700 *
664 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
665 * 702 *
666 *****************************************************************************/ 703 *****************************************************************************/
667 704
668
669/* drops an object based on what is in the cone's "other_arch" */ 705/* drops an object based on what is in the cone's "other_arch" */
706static void
670void cone_drop(object *op) { 707cone_drop (object *op)
671 object *new_ob = arch_to_object(op->other_arch); 708{
709 object *new_ob = op->other_arch->instance ();
672 710
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 711 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 712 new_ob->set_owner (op->owner);
677 713
678 /* preserve skill ownership */ 714 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 715 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 716 new_ob->skill = op->skill;
681 } 717
682 insert_ob_in_map(new_ob,op->map,op,0); 718 new_ob->insert_at (op, op);
683
684} 719}
685 720
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 721/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 722
723void
688void move_cone(object *op) { 724move_cone (object *op)
689 int i; 725{
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */ 726 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 727 if (!op->map)
728 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 729 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 730 op->set_speed (0);
697 update_ob_speed (op); 731 return;
732 }
733
734 /* lava saves it's life, but not yours :) */
735 if (op->flag [FLAG_LIFESAVE])
736 {
737 hit_map (op, 0, op->attacktype, 0);
738 return;
739 }
740
741#if 0
742 /* Disable this - enabling it makes monsters easier, as
743 * when their cone dies when they die.
744 */
745 /* If no owner left, the spell dies out. */
746 if (op->owner == NULL)
747 {
748 op->destroy ();
749 return;
750 }
751#endif
752
753 hit_map (op, 0, op->attacktype, 0);
754
755 if (!op->is_on_map ())
756 return;
757
758 /* Check to see if we should push anything.
759 * Spell objects with weight push whatever they encounter to some
760 * degree.
761 */
762 if (op->weight)
763 {
764 check_spell_knockback (op);
765
766 if (!op->is_on_map ())
698 return; 767 return;
699 } 768 }
700 769
701 /* lava saves it's life, but not yours :) */ 770 if (op->duration-- < 0)
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 771 {
703 hit_map(op,0,op->attacktype,0); 772 op->destroy ();
704 return; 773 return;
705 } 774 }
706
707#if 0
708 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die.
710 */
711 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) {
713 remove_ob(op);
714 free_object(op);
715 return;
716 }
717#endif
718
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0);
721
722 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some
724 * degree.
725 */
726 if(op->weight) check_spell_knockback(op);
727
728 if (was_destroyed (op, tag))
729 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 }
736 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 776 * any further. When the duration above expires,
738 * then the object will get removed. 777 * then the object will get removed.
739 */ 778 */
740 if (--op->range < 0) { 779 if (--op->range < 0)
780 {
741 op->range=0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
742 return; 782 return;
783 }
784
785 for (int i = -1; i <= 1; i++)
743 } 786 {
787 sint16 x = op->x + DIRX (absdir (op->stats.sp + i)), y = op->y + DIRY (absdir (op->stats.sp + i));
744 788
745 for(i= -1;i<2;i++) {
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
747 y=op->y+freearr_y[absdir(op->stats.sp+i)];
748
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 789 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 790 {
751 copy_object(op, tmp); 791 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 792
755 tmp->duration = op->duration + 1; 793 tmp->duration = op->duration + 1;
756 794
757 /* Use for spell tracking - see ok_to_put_more() */ 795 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 796 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 797
798 op->map->insert (tmp, x, y, op);
799
760 if (tmp->other_arch) cone_drop(tmp); 800 if (tmp->other_arch)
801 cone_drop (tmp);
761 } 802 }
762 } 803 }
763} 804}
764 805
765/* cast_cone: casts a cone spell. 806/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 809 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 810 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 811 * to fire.
771 * returns 0 on failure, 1 on success. 812 * returns 0 on failure, 1 on success.
772 */ 813 */
814int
773int cast_cone(object *op, object *caster,int dir, object *spell) 815cast_cone (object *op, object *caster, int dir, object *spell)
774{ 816{
775 object *tmp; 817 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 818 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 819 maptile *m;
778 sint16 sx, sy; 820 sint16 sx, sy;
779 MoveType movetype; 821 MoveType movetype;
780 822
781 if (!spell->other_arch) return 0; 823 if (!spell->other_arch)
824 return 0;
782 825
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 826 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 827 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 828 op->failmsg ("Your undead nature prevents you from turning undead!");
787 return 0; 829 return 0;
788 } 830 }
789 831
790 if(!dir) { 832 if (!dir)
833 {
791 range_min= 0; 834 range_min = 0;
792 range_max=8; 835 range_max = 8;
793 } 836 }
794 837
795 /* Need to know what the movetype of the object we are about 838 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 839 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 840 * insert it into is blocked.
798 */ 841 */
799 movetype = spell->other_arch->clone.move_type; 842 movetype = spell->other_arch->move_type;
800 843
801 for(i=range_min;i<=range_max;i++) { 844 for (i = range_min; i <= range_max; i++)
845 {
802 sint16 x,y, d; 846 sint16 x, y;
803 847
804 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 849 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 850 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 851 * to hit that person.
808 */ 852 */
809 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
810 while (d < 0) d+=8;
811 while (d > 8) d-=8;
812 854
813 /* If it's not a rune, we don't want to blast the caster. 855 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 859 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 860 * for the rune code.
819 */ 861 */
820 if (caster->type != RUNE && d==0) { 862 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 863 {
824 864 if (dir != 0)
825 x = op->x+freearr_x[d]; 865 d = 8;
826 y = op->y+freearr_y[d]; 866 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 867 continue;
868 }
830 869
870 x = op->x + DIRX (d);
871 y = op->y + DIRY (d);
872
873 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
874 continue;
875
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 877 continue;
833 878
834 success=1; 879 success = 1;
835 tmp=arch_to_object(spell->other_arch); 880 tmp = spell->other_arch->instance ();
836 set_owner(tmp,op); 881 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 884 tmp->attacktype = spell->attacktype;
842 885
843 /* holy word stuff */ 886 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 888 if (!tailor_god_spell (tmp, op))
846 } 889 return 0;
847 890
848 if(dir) 891 if (dir)
849 tmp->stats.sp=dir; 892 tmp->stats.sp = dir;
850 else 893 else
851 tmp->stats.sp=i; 894 tmp->stats.sp = i;
852 895
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 896 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 897
855 /* If casting it in all directions, it doesn't go as far */ 898 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 899 if (dir == 0)
900 {
857 tmp->range /= 4; 901 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 902 if (tmp->range < 2 && spell->range >= 2)
903 tmp->range = 2;
859 } 904 }
905
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 906 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 907 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 908
863 /* Special bonus for fear attacks */ 909 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 910 if (tmp->attacktype & AT_FEAR)
911 {
912 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 913 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 914 else
867 tmp->duration += caster->level/3; 915 tmp->duration += caster->level / 3;
868 } 916 }
917
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 918 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
919 {
920 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 921 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 922 else
872 tmp->duration += caster->level/3; 923 tmp->duration += caster->level / 3;
873 } 924 }
874 925
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 926 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 927 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 &spell->other_arch->name);
879 928
880 if (!tmp->move_on && tmp->stats.dam) { 929 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 930 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 931
932 m->insert (tmp, sx, sy, op);
933
887 /* This is used for tracking spells so that one effect doesn't hit 934 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 935 * a single space too many times.
889 */ 936 */
890 tmp->stats.maxhp = tmp->count; 937 tmp->stats.maxhp = tmp->count;
891 938
892 if(tmp->other_arch) cone_drop(tmp); 939 if (tmp->other_arch)
940 cone_drop (tmp);
893 } 941 }
942
894 return success; 943 return success;
895} 944}
896 945
897/**************************************************************************** 946/****************************************************************************
898 * 947 *
899 * BOMB related code 948 * BOMB related code
900 * 949 *
901 ****************************************************************************/ 950 ****************************************************************************/
902 951
903
904/* This handles an exploding bomb. 952/* This handles an exploding bomb.
905 * op is the original bomb object. 953 * op is the original bomb object.
906 */ 954 */
955void
907void animate_bomb(object *op) { 956animate_bomb (object *op)
908 int i; 957{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 958 if (op->state != NUM_ANIMATIONS (op) - 1)
959 return;
960
961 object *env = op->outer_env ();
962
963 if (op->env)
964 {
965 if (!env->map)
913 return; 966 return;
914 967
915 968 if (!(op = op->insert_at (env, op)))
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count);
924
925 remove_ob(op);
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 969 return;
940 } 970 }
941 971
972 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
973 // on a safe map. I don't like this special casing, but it seems to be neccessary
974 // as bombs can be carried.
975 if (op->ms ().flags () & P_SAFE)
976 {
977 op->destroy ();
978 return;
979 }
980
942 /* This copies a lot of the code from the fire bullet, 981 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 983 * so just set up the appropriate values.
945 */ 984 */
946 at = find_archetype(SPLINT); 985 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 986 {
948 for(i=1;i<9;i++) { 987 for (int i = 1; i < 9; i++)
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 {
989 if (out_of_map (op->map, op->x + DIRX (i), op->y + DIRX (i)))
950 continue; 990 continue;
951 tmp = arch_to_object(at); 991
992 object *tmp = at->instance ();
952 tmp->direction = i; 993 tmp->direction = i;
953 tmp->range = op->range; 994 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 996 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 998 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 999 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
960 } 1001
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
962 SET_ANIMATION(tmp, i); 1003 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 1004
964 tmp->y = op->y + freearr_x[i]; 1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 1006 move_bullet (tmp);
967 } 1007 }
968 } 1008 }
969 1009
970 explode_bullet(op); 1010 explode_bullet (op);
971} 1011}
972 1012
1013int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1014create_bomb (object *op, object *caster, int dir, object *spell)
974 1015{
975 object *tmp; 1016 object *tmp;
976 int mflags; 1017 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1018 sint16 dx = op->x + DIRX (dir), dy = op->y + DIRY (dir);
978 mapstruct *m; 1019 maptile *m;
979 1020
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1021 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1022
1023 // when creating a bomb below ourself it should always work, even
1024 // when movement is blocked (somehow we got here, somehow we are here,
1025 // so we should also be able to make a bomb here). (originally added
1026 // to fix create bomb traps in doors, which cast with dir=0).
1027 if (dir)
1028 {
981 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1029 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1030 {
1031 op->failmsg ("There is something in the way.");
983 return 0; 1032 return 0;
1033 }
984 } 1034 }
985 tmp=arch_to_object(spell->other_arch);
986 1035
1036 tmp = spell->other_arch->instance ();
1037
987 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1040 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1042 tmp->attacktype = spell->attacktype;
992 1043
993 set_owner(tmp,op); 1044 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1045 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1046
996 tmp->y=dy; 1047 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1048 return 1;
999} 1049}
1000 1050
1001/**************************************************************************** 1051/****************************************************************************
1002 * 1052 *
1003 * smite related spell code. 1053 * smite related spell code.
1011 * dir is the direction to look in. 1061 * dir is the direction to look in.
1012 * range is how far out to look. 1062 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1063 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1015 */ 1065 */
1016 1066static object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1067get_pointed_target (object *op, int dir, int range, int type)
1068{
1018 object *target; 1069 object *target;
1019 sint16 x,y; 1070 sint16 x, y;
1020 int dist, mflags; 1071 int dist, mflags;
1021 mapstruct *mp; 1072 maptile *mp;
1022 1073
1023 if (dir==0) return NULL; 1074 if (dir == 0)
1024
1025 for (dist=1; dist<range; dist++) {
1026 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1030
1031 if (mflags & P_OUT_OF_MAP) return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1035
1036 if (mflags & P_IS_ALIVE) {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1039 return target;
1040 }
1041 }
1042 }
1043 }
1044 return NULL; 1075 return NULL;
1045}
1046 1076
1077 for (dist = 1; dist < range; dist++)
1078 {
1079 x = op->x + DIRX (dir) * dist;
1080 y = op->y + DIRY (dir) * dist;
1081 mp = op->map;
1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1047 1083
1084 if (mflags & P_OUT_OF_MAP)
1085 return NULL;
1086 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1087 return NULL;
1088 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1089 return NULL;
1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1091 return NULL;
1092
1093 if (mflags & P_IS_ALIVE)
1094 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1095 if (target->flag [FLAG_MONSTER])
1096 return target;
1097 }
1098
1099 return NULL;
1100}
1101
1048/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1050 * usual params - 1104 * usual params -
1051 * op = player 1105 * op = player
1052 * caster = object casting the spell. 1106 * caster = object casting the spell.
1053 * dir = direction being cast 1107 * dir = direction being cast
1054 * spell = spell object 1108 * spell = spell object
1055 */ 1109 */
1056 1110int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1112{
1058 object *effect, *target; 1113 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1114 object *god = find_god (determine_god (op));
1060 int range;
1061 1115
1062 range = spell->range + SP_level_range_adjust(caster,spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1116 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1117
1065 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1120 * This makes this spell much more general purpose - it can be used
1068 * by wizards also, which is good, because I think this is a very 1121 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1122 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1123 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1124 * can't be friendly to your god.
1072 */ 1125 */
1073 1126
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1075 ||(!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1130 || (god && target->title == god->name)
1077 ||(target->race && god && strstr(target->race,god->race))) { 1131 || (god && target->race.contains (god->race)))
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1132 {
1133 op->failmsg ("Your request is unheeded.");
1079 return 0; 1134 return 0;
1080 } 1135 }
1081 1136
1082 if (spell->other_arch) 1137 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1138 effect = spell->other_arch->instance ();
1084 else 1139 else
1085 return 0; 1140 return 0;
1086 1141
1087 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1146 {
1091 if(tailor_god_spell(effect,op)) 1147 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1148 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1149 else
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1150 {
1151 op->failmsg ("Your request is ignored.");
1096 return 0; 1152 return 0;
1097 } 1153 }
1098 } 1154 }
1099 1155
1100 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1101 effect->range=spell->range + 1157 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1158 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1159
1106 if (effect->attacktype & AT_DEATH) { 1160 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1161 {
1108 SP_level_dam_adjust(caster,spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1163
1110 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1165 if (target->flag [FLAG_UNDEAD])
1166 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1167 if (random_roll (0, 2, op, PREFER_LOW))
1168 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1170 effect->x = op->x;
1115 effect->y=op->y; 1171 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1172 }
1173 else
1174 {
1175 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1176 target->stats.hp = target->stats.maxhp * 2;
1177 effect->destroy ();
1178 return 0;
1123 } 1179 }
1124 } else { 1180 }
1181 }
1182 else
1183 {
1125 /* how much woe to inflict :) */ 1184 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1185 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1186 }
1129 1187
1130 set_owner(effect,op); 1188 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1189 set_spell_skill (op, caster, spell, effect);
1132 1190
1133 /* ok, tell it where to be, and insert! */ 1191 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1192 effect->insert_at (target, op);
1135 effect->y=target->y; 1193
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1194 return 1;
1139} 1195}
1140
1141 1196
1142/**************************************************************************** 1197/****************************************************************************
1143 * 1198 *
1144 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1145 * note that the fire_bullet is used to fire the missile. The 1200 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1201 * code here is just to move the missile.
1147 ****************************************************************************/ 1202 ****************************************************************************/
1148 1203
1149/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1205void
1150void move_missile(object *op) { 1206move_missile (object *op)
1151 int i, mflags; 1207{
1152 object *owner;
1153 sint16 new_x, new_y;
1154 mapstruct *m;
1155
1156 if (op->range-- <=0) { 1208 if (op->range-- <= 0)
1157 remove_ob(op); 1209 {
1158 free_object(op); 1210 op->drop_and_destroy ();
1159 return; 1211 return;
1212 }
1213
1214 mapxy pos (op);
1215 pos.move (op->direction);
1216
1217 if (!pos.normalise ())
1160 } 1218 {
1161 1219 op->destroy ();
1162 owner = get_owner(op);
1163#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive
1166 */
1167 if (owner == NULL) {
1168 remove_ob(op);
1169 free_object(op);
1170 return; 1220 return;
1221 }
1222
1223 mapspace &ms = pos.ms ();
1224
1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1171 } 1226 {
1172#endif
1173
1174 new_x = op->x + DIRX(op);
1175 new_y = op->y + DIRY(op);
1176
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1178
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1181 tag_t tag = op->count;
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1229 * we need to remove it if someone hasn't already done so.
1185 */ 1230 */
1186 if ( ! was_destroyed (op, tag)) { 1231 op->destroy ();
1187 remove_ob (op);
1188 free_object(op);
1189 }
1190 return; 1232 return;
1233 }
1234
1235 if (!op->direction)
1191 } 1236 {
1192 1237 op->destroy ();
1193 remove_ob(op);
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1195 free_object(op);
1196 return; 1238 return;
1197 } 1239 }
1198 op->x = new_x; 1240
1199 op->y = new_y; 1241 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1242 if (i > 0 && i != op->direction)
1243 {
1203 op->direction=i; 1244 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1245 SET_ANIMATION (op, op->direction);
1205 } 1246 }
1206 insert_ob_in_map(op,op->map,op,0); 1247
1248 pos.insert (op, op);
1207} 1249}
1208 1250
1209/**************************************************************************** 1251/****************************************************************************
1210 * Destruction 1252 * Destruction
1211 ****************************************************************************/ 1253 ****************************************************************************/
1254
1212/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1256 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1217 */ 1260 */
1218 1261static int
1219int make_object_glow(object *op, int radius, int time) { 1262make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1263{
1221
1222 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1266 return 0;
1225 1267
1226 tmp=get_archetype(FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1227 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1228 tmp->stats.food = time; 1270 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1231 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII;
1233
1234 tmp->x=op->x;
1235 tmp->y=op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1238 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1240 1277
1241 if(!tmp->env||op!=tmp->env) {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1243 &op->name);
1244 return 0;
1245 }
1246 return 1; 1278 return 1;
1247} 1279}
1248 1280
1249 1281int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1282cast_destruction (object *op, object *caster, object *spell_ob)
1253 int i,j, range, mflags, friendly=0, dam, dur; 1283{
1254 sint16 sx,sy;
1255 mapstruct *m;
1256 object *tmp;
1257 const char *skill;
1258
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1285 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1263 1287
1264 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1265 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route.
1269 */
1270 skill = op->skill;
1271 if (caster == op) op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill;
1273 else op->skill = NULL;
1274 1289
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1290 dynbuf buf;
1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1292 {
1293 mapspace &ms = m->at (nx, ny);
1276 1294
1277 for(i= -range; i<range; i++) {
1278 for(j=-range; j<range ; j++) {
1279 m = op->map;
1280 sx = op->x + i;
1281 sy = op->y + j;
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue;
1284 if (mflags & P_IS_ALIVE) { 1295 if (ms.flags () & P_IS_ALIVE)
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1297 {
1298 next = tmp->above;
1299
1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1301 {
1302 tmp = tmp->head_ ();
1303
1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1287 } 1306 {
1288 if (tmp) {
1289 if (tmp->head) tmp=tmp->head;
1290
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1308 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1295 if (spell_ob->other_arch) { 1311 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1313 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1314 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1315 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 } 1318 }
1311 } 1319 }
1312 } 1320 }
1313 } 1321 }
1314 }
1315 } 1322 }
1316 op->skill = skill; 1323
1317 return 1; 1324 return 1;
1318} 1325}
1319 1326
1320/*************************************************************************** 1327/***************************************************************************
1321 * 1328 *
1322 * CURSE 1329 * CURSE
1323 * 1330 *
1324 ***************************************************************************/ 1331 ***************************************************************************/
1325 1332int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1334{
1327 object *god = find_god(determine_god(op)); 1335 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1336 object *tmp, *force;
1329 1337
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1338 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1339 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1340 {
1334 "There is no one in that direction to curse."); 1341 op->failmsg ("There is no one in that direction to curse.");
1335 return 0; 1342 return 0;
1336 } 1343 }
1337 1344
1345 tmp = tmp->head_ ();
1346
1338 /* If we've already got a force of this type, don't add a new one. */ 1347 /* If we've already got a force of this type, don't add a new one. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1348 for (force = tmp->inv; force; force = force->below)
1349 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1351 {
1341 if (force->name == spell_ob->name) { 1352 if (force->name == spell_ob->name)
1353 {
1342 break; 1354 break;
1343 } 1355 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1356 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1357 {
1346 "You can not cast %s while %s is in effect", 1358 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1359 return 0;
1349 } 1360 }
1350 } 1361 }
1351 } 1362 }
1352 1363
1353 if(force==NULL) { 1364 if (!force)
1365 {
1354 force=get_archetype(FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1356 if (spell_ob->race) 1369 if (spell_ob->race)
1357 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1358 else 1371 else
1359 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1360 1373
1361 force->name_pl = spell_ob->name; 1374 force->name_pl = spell_ob->name;
1362 1375
1363 } else { 1376 }
1377 else
1378 {
1364 int duration; 1379 int duration;
1365 1380
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1381 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1382 if (duration > force->duration)
1383 {
1368 force->duration = duration; 1384 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1386 }
1370 } else { 1387 else
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1389
1373 return 1; 1390 return 1;
1374 } 1391 }
1392
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0;
1377 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1379 1397
1380 if(god) { 1398 if (god)
1399 {
1381 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1402 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1403 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1404 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1386 "You are a victim of %s's curse!", &god->name); 1405 }
1387 } else 1406 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1408
1390 1409
1391 if(tmp!=op && op->type==PLAYER) 1410 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1412
1394 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1396 1415
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1417 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1418 tmp->update_stats ();
1419
1400 return 1; 1420 return 1;
1401
1402} 1421}
1403
1404 1422
1405/********************************************************************** 1423/**********************************************************************
1406 * mood change 1424 * mood change
1407 * Arguably, this may or may not be an attack spell. But since it 1425 * Arguably, this may or may not be an attack spell. But since it
1408 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1427 ***********************************************************************/
1410 1428
1411/* This covers the various spells that change the moods of monsters - 1429/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1430 * makes them angry, peacful, friendly, etc.
1413 */ 1431 */
1432int
1414int mood_change(object *op, object *caster, object *spell) { 1433mood_change (object *op, object *caster, object *spell)
1434{
1415 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1417 sint16 x, y, nx, ny;
1418 mapstruct *m;
1419 const char *race; 1437 const char *race;
1420 1438
1421 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1440 * doing it over and over again.
1423 */ 1441 */
1424 god=find_god(determine_god(op)); 1442 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1443 level = casting_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1445
1428 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1448 * won't ever match anything.
1431 */ 1449 */
1432 if (!spell->race) race=NULL; 1450 if (!spell->race)
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1451 race = NULL;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1453 race = god->slaying;
1454 else if (god && spell->race == shstr_GOD_FRIEND)
1455 race = god->race;
1456 else
1435 else race = spell->race; 1457 race = spell->race;
1458
1459 dynbuf buf;
1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1436 1461 {
1462 mapspace &ms = m->at (nx, ny);
1437 1463
1438 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) {
1440
1441 done_one=0;
1442 m = op->map;
1443 nx = x;
1444 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue;
1447
1448 /* If there is nothing living on this space, no need to go further */ 1464 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1465 if (!(ms.flags () & P_IS_ALIVE))
1466 continue;
1450 1467
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1468 // players can only affect spaces that they can actually see
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1469 if (caster
1470 && caster->contr
1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1472 continue;
1453 1473
1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1475 if (tmp->flag [FLAG_MONSTER])
1476 break;
1477
1454 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1479 if (!tmp)
1480 continue;
1456 1481
1457 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1483 head = tmp->head_ ();
1459 else head=tmp;
1460 1484
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1485 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1486 if (race && head->race && !strstr (race, head->race))
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1487 continue;
1464 1488
1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1490 continue;
1491
1465 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1493 best_at = -1;
1467 if (spell->attacktype) { 1494 if (spell->attacktype)
1495 {
1468 for (at=0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1499 best_at = at;
1471 1500
1472 if (best_at == -1) at=0; 1501 if (best_at == -1)
1502 at = 0;
1503 else
1504 {
1505 if (head->resist[best_at] == 100)
1506 continue;
1473 else { 1507 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1476 }
1477 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue;
1479 } 1509 }
1510
1511 at -= level / 5;
1512 if (did_make_save (head, head->level, at))
1513 continue;
1514 }
1480 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1516 {
1481 /* 1517 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1518 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1520 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1521
1486 The chance will then be in the range [20-70] percent, not too bad. 1522 The chance will then be in the range [20-70] percent, not too bad.
1487 1523
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1524 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1525 charm a level 125 monster...
1490 1526
1491 Ryo, august 14th 1527 Ryo, august 14th
1492 */ 1528 */
1493 {
1494 if ( head->level > level ) continue; 1529 if (head->level > level)
1530 continue;
1531
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1532 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1533 /* Failed, no effect */
1497 continue; 1534 continue;
1498 } 1535 }
1499 1536
1500 /* Done with saving throw. Now start effecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1501 1539
1502 /* aggravation */ 1540 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1541 if (spell->flag [FLAG_MONSTER])
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1542 {
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1543 head->clr_flag (FLAG_SLEEP);
1506 remove_friendly_object(head); 1544 remove_friendly_object (head);
1507
1508 done_one = 1; 1545 done_one = 1;
1509 head->enemy = op; 1546 head->enemy = op;
1510 } 1547 }
1511 1548
1512 /* calm monsters */ 1549 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1551 {
1552 head->set_flag (FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1553 head->enemy = NULL;
1516 done_one = 1; 1554 done_one = 1;
1517 } 1555 }
1518 1556
1519 /* berserk monsters */ 1557 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1521 SET_FLAG(head, FLAG_BERSERK); 1559 {
1560 head->set_flag (FLAG_BERSERK);
1522 done_one = 1; 1561 done_one = 1;
1523 } 1562 }
1563
1524 /* charm */ 1564 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1526 SET_FLAG(head, FLAG_FRIENDLY); 1566 {
1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1570 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1571 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1531 set_owner(head, op); 1573 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1575 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1535 done_one = 1; 1577 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1578 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1579 head->stats.exp = 0;
1538 } 1580 }
1539 1581
1540 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1583 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1543 tmp->x = nx; 1585 }
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1586
1549 return 1; 1587 return 1;
1550} 1588}
1551
1552 1589
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1590/* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball 1591 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1593 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1558 */ 1595 */
1559 1596void
1560void move_ball_spell(object *op) { 1597move_ball_spell (object *op)
1598{
1561 int i,j,dam_save,dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1563 object *owner; 1601 object *owner;
1564 mapstruct *m; 1602 maptile *m;
1565 1603
1566 owner = get_owner(op); 1604 owner = op->owner;
1567 1605
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1606 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1607 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1608 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1609 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1610 * deviations.
1573 */ 1611 */
1574 1612
1575 dir = 0; 1613 dir = 0;
1576 if(!(rndm(0, 3))) 1614 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1615 j = rndm (0, 1);
1578 else j=0; 1616 else
1617 j = 0;
1579 1618
1580 for(i = 1; i < 9; i++) { 1619 for (i = 1; i < 9; i++)
1620 {
1581 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1583 */ 1623 */
1584
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1587 1626
1588 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1589 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1629 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1630 {
1592 dir = tmpdir; 1631 dir = tmpdir;
1593 break; 1632 break;
1594 } 1633 }
1595 } 1634 }
1635
1596 if (dir == 0) { 1636 if (dir == 0)
1637 {
1597 nx = op->x; 1638 nx = op->x;
1598 ny = op->y; 1639 ny = op->y;
1599 m = op->map; 1640 m = op->map;
1600 } 1641 }
1601 1642
1602 remove_ob(op); 1643 m->insert (op, nx, ny, op);
1603 op->y=ny; 1644
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1645 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1646 surrounding squares */
1609 1647
1610 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1650 * the surround spaces.
1613 */ 1651 */
1614 for(j=0;j<9;j++) { 1652 for (j = 0; j < 9; j++)
1615 object *new_ob; 1653 {
1654 hx = nx + DIRX (j);
1655 hy = ny + DIRY (j);
1616 1656
1617 hx = nx+freearr_x[j];
1618 hy = ny+freearr_y[j];
1619
1620 m = op->map; 1657 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1659
1623 if (mflags & P_OUT_OF_MAP) continue; 1660 if (mflags & P_OUT_OF_MAP)
1661 continue;
1624 1662
1625 /* first, don't ever, ever hit the owner. Don't hit out 1663 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1664 * of the map either.
1627 */ 1665 */
1628 1666
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1667 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1668 {
1669 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1670 op->stats.dam = dam_save / 2;
1671
1631 hit_map(op,j,op->attacktype,1); 1672 hit_map (op, j, op->attacktype, 1);
1632
1633 } 1673 }
1634 1674
1635 /* insert the other arch */ 1675 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1676 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1637 new_ob = arch_to_object(op->other_arch); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1678 }
1643 1679
1644 /* restore to the center location and damage*/ 1680 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1646 1682
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1683 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1684
1649 if(i>=0) { /* we have a preferred direction! */ 1685 if (i >= 0)
1686 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1688 if (get_map_flags (op->map, &m, nx + DIRX (i), ny + DIRY (i), &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1689 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1691
1655 op->direction=i; 1692 op->direction = i;
1656 } 1693 }
1657} 1694}
1658 1695
1659
1660/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1661 * This is an implementation of the swarm spell. It was written for 1697 * This is an implementation of the swarm spell. It was written for
1662 * meteor swarm, but it could be used for any swarm. A swarm spell 1698 * meteor swarm, but it could be used for any swarm. A swarm spell
1663 * is a special type of object that casts swarms of other types 1699 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1700 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1701 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1702 */
1667 1703void
1668void move_swarm_spell(object *op) 1704move_swarm_spell (object *op)
1669{ 1705{
1670#if 0 1706#if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1707 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1672 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1708 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1673 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir; 1710 int adjustdir;
1675 mapstruct *m; 1711 maptile *m;
1676#endif 1712#endif
1677 int basedir; 1713 object *owner = op->env;
1678 object *owner;
1679 1714
1680 owner = get_owner(op); 1715 if (!owner) // MUST not happen, remove when true TODO
1681 if(op->duration == 0 || owner == NULL) { 1716 {
1682 remove_ob(op); 1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1683 free_object(op); 1718 op->destroy ();
1684 return; 1719 return;
1720 }
1721
1722 if (!op->duration || !owner->is_on_map ())
1685 } 1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1686 op->duration--; 1728 op->duration--;
1687 1729
1688 basedir = op->direction; 1730 int basedir = op->direction;
1689 if(basedir == 0) { 1731 if (!basedir)
1732 {
1690 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1692 } 1736 }
1693 1737
1694#if 0 1738#if 0
1695 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1741 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space. 1742 // space.
1699 // should be fixed later, but correctness before featurs... 1743 // should be fixed later, but correctness before features...
1700 // (schmorp) 1744 // (schmorp)
1701 1745
1702 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1703 * more uniform 1747 * more uniform
1704 */ 1748 */
1705 if(op->duration) { 1749 if (op->duration)
1750 {
1706 if(basedir & 1) { 1751 if (basedir & 1)
1752 {
1707 adjustdir = cardinal_adjust[rndm(0, 8)]; 1753 adjustdir = cardinal_adjust[rndm (0, 8)];
1754 }
1708 } else { 1755 else
1756 {
1709 adjustdir = diagonal_adjust[rndm(0, 9)]; 1757 adjustdir = diagonal_adjust[rndm (0, 9)];
1710 } 1758 }
1711 } else { 1759 }
1760 else
1761 {
1712 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1713 } 1763 }
1714 1764
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1717 1767
1718 /* back up one space so we can hit point-blank targets, but this 1768 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1720 */ 1770 */
1721 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1722 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1723 1773
1724 1774
1725 /* spell pointer is set up for the spell this casts. Since this 1775 /* spell pointer is set up for the spell this casts. Since this
1726 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1727 * it is unlikely to disappear by the time we need it. However, 1777 * it is unlikely to disappear by the time we need it. However,
1728 * do some sanity checking anyways. 1778 * do some sanity checking anyways.
1729 */ 1779 */
1730 1780
1731 if (op->spell && op->spell->type == SPELL && 1781 if (op->spell && op->spell->type == SPELL &&
1732 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && 1782 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1733 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) { 1783 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1784 {
1734 1785
1735 /* Bullet spells have a bunch more customization that needs to be done */ 1786 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET) 1787 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell); 1788 fire_bullet (owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1789 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); 1790 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 } 1791 }
1741#endif 1792#endif
1742 1793
1743 /* spell pointer is set up for the spell this casts. Since this 1794 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory, 1795 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However, 1796 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways. 1797 * do some sanity checking anyways.
1747 */ 1798 */
1748 1799
1749 if (op->spell && op->spell->type == SPELL) 1800 if (op->spell && op->spell->type == SPELL)
1750 { 1801 {
1751 /* Bullet spells have a bunch more customization that needs to be done */ 1802 /* Bullet spells have a bunch more customization that needs to be done */
1752 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1806 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1756 } 1807 }
1757} 1808}
1758
1759
1760
1761 1809
1762/* fire_swarm: 1810/* fire_swarm:
1763 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1764 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1765 * the parts of the swarm. 1813 * the parts of the swarm.
1766 * 1814 *
1767 * op: the owner 1815 * op: the owner
1768 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1769 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1771 * n: the number to be fired. 1819 * n: the number to be fired.
1772 */ 1820 */
1773 1821int
1774int fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1775{ 1823{
1776 object *tmp;
1777 int i;
1778
1779 if (!spell->other_arch) return 0; 1824 if (!spell->other_arch)
1825 return 0;
1780 1826
1781 tmp=get_archetype(SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1782 tmp->x=op->x; 1828
1783 tmp->y=op->y;
1784 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1785 set_spell_skill(op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1786
1787 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1830 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1788 tmp->spell = arch_to_object(spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1789
1790 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1791 1833
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1793 if ( ! tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1794 return 1; 1836 return 1;
1795 } 1837
1796 tmp->duration = SP_level_duration_adjust(caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
1797 for (i=0; i< spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1799 1841
1800 tmp->direction=dir;
1801 tmp->invisible=1; 1842 tmp->invisible = 1;
1802 insert_ob_in_map(tmp,op->map,op,0); 1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1844 tmp->direction = dir;
1845 tmp->facing = rndm (1, 8); // initial firing direction
1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1847
1848 op->insert (tmp);
1849
1803 return 1; 1850 return 1;
1804} 1851}
1805
1806 1852
1807/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
1808 * function. 1854 * function.
1809 */ 1855 */
1856int
1810int cast_light(object *op,object *caster,object *spell, int dir) { 1857cast_light (object *op, object *caster, object *spell, int dir)
1858{
1811 object *target=NULL,*tmp=NULL; 1859 object *target = NULL, *tmp = NULL;
1812 sint16 x,y; 1860 sint16 x, y;
1813 int dam, mflags; 1861 int dam, mflags;
1814 mapstruct *m; 1862 maptile *m;
1815 1863
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1865
1818 if(!dir) { 1866 if (dir)
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1820 return 0;
1821 } 1867 {
1822 1868 x = op->x + DIRX (dir);
1823 x=op->x+freearr_x[dir]; 1869 y = op->y + DIRY (dir);
1824 y=op->y+freearr_y[dir];
1825 m = op->map; 1870 m = op->map;
1826 1871
1827 mflags = get_map_flags(m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1828 1873
1829 if (mflags & P_OUT_OF_MAP) { 1874 if (mflags & P_OUT_OF_MAP)
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1875 {
1876 op->failmsg ("Nothing is there.");
1831 return 0; 1877 return 0;
1832 } 1878 }
1833 1879
1834 if (mflags & P_IS_ALIVE && spell->attacktype) { 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1881 {
1835 for(target=get_map_ob(m,x,y);target;target=target->above) 1882 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1883 if (target->flag [FLAG_MONSTER])
1884 {
1837 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1886 if (target->head)
1838 if(target->head) target = target->head; 1887 target = target->head;
1888
1839 (void) hit_player(target,dam,op,spell->attacktype,1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
1840 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1841 } 1891 }
1842 } 1892 }
1843 1893
1844 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1845 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1895 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1846 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1896 {
1897 op->failmsg ("Something is in the way.");
1847 return 0; 1898 return 0;
1899 }
1848 } 1900 }
1849 1901
1850 /* ok, looks groovy to just insert a new light on the map */ 1902 /* ok, looks groovy to just insert a new light on the map */
1851 tmp=arch_to_object(spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1852 if(!tmp) { 1904 if (!tmp)
1905 {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1854 return 0; 1907 return 0;
1855 } 1908 }
1909
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
1857 if (tmp->glow_radius) { 1912 if (tmp->glow_radius)
1858 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1913 tmp->set_glow_radius (
1859 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1914 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1860 } 1915 );
1861 tmp->x=x; 1916
1862 tmp->y=y; 1917 if (dir)
1863 insert_ob_in_map(tmp,m,op,0); 1918 m->insert (tmp, x, y, op);
1919 else
1920 caster->outer_env_or_self ()->insert (tmp);
1921
1864 return 1; 1922 return 1;
1865} 1923}
1866
1867
1868
1869 1924
1870/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1871 * player and infects someone. 1926 * player and infects someone.
1872 * op is the player/monster, caster is the object, dir is the direction 1927 * op is the player/monster, caster is the object, dir is the direction
1873 * to cast, disease_arch is the specific disease, and type is the spell number 1928 * to cast, disease_arch is the specific disease, and type is the spell number
1874 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1875 */ 1930 */
1876 1931int
1877int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
1933{
1878 sint16 x,y; 1934 sint16 x, y;
1879 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk; 1936 object *walk;
1881 mapstruct *m; 1937 maptile *m;
1882 1938
1883 x = op->x; 1939 x = op->x;
1884 y = op->y; 1940 y = op->y;
1885 1941
1886 /* If casting from a scroll, no direction will be available, so refer to the 1942 /* If casting from a scroll, no direction will be available, so refer to the
1887 * direction the player is pointing. 1943 * direction the player is pointing.
1888 */ 1944 */
1945 if (!dir)
1889 if (!dir) dir=op->facing; 1946 dir = op->facing;
1947
1948 if (!dir)
1890 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1949 return 0; /* won't find anything if casting on ourself, so just return */
1891 1950
1892 /* Calculate these once here */ 1951 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell); 1953 dam_mod = SP_level_dam_adjust (caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
1896 1955
1897 /* search in a line for a victim */ 1956 /* search in a line for a victim */
1898 for(i=1; i<range; i++) { 1957 for (i = 1; i < range; i++)
1899 x = op->x + i * freearr_x[dir]; 1958 {
1900 y = op->y + i * freearr_y[dir]; 1959 x = op->x + i * DIRX (dir);
1960 y = op->y + i * DIRY (dir);
1901 m = op->map; 1961 m = op->map;
1902 1962
1903 mflags = get_map_flags(m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
1904 1964
1905 if (mflags & P_OUT_OF_MAP) return 0; 1965 if (mflags & P_OUT_OF_MAP)
1966 return 0;
1906 1967
1907 /* don't go through walls - presume diseases are airborne */ 1968 /* don't go through walls - presume diseases are airborne */
1908 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1969 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1970 return 0;
1909 1971
1910 /* Only bother looking on this space if there is something living here */ 1972 /* Only bother looking on this space if there is something living here */
1911 if (mflags & P_IS_ALIVE) { 1973 if (mflags & P_IS_ALIVE)
1974 {
1912 /* search this square for a victim */ 1975 /* search this square for a victim */
1913 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1976 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1914 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1978 { /* found a victim */
1915 object *disease = arch_to_object(spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
1916 1980
1917 set_owner(disease,op); 1981 disease->set_owner (op);
1918 set_spell_skill(op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
1919 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell); 1984 disease->level = casting_level (caster, spell);
1921 1985
1922 /* do level adjustments */ 1986 /* do level adjustments */
1923 if(disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
1924 disease->stats.wc += dur_mod/2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
1925 1991
1926 if(disease->magic> 0)
1927 disease->magic += dur_mod/4;
1928
1929 if(disease->stats.maxhp>0)
1930 disease->stats.maxhp += dur_mod;
1931
1932 if(disease->stats.maxgrace>0)
1933 disease->stats.maxgrace += dur_mod;
1934
1935 if(disease->stats.dam) {
1936 if(disease->stats.dam > 0)
1937 disease->stats.dam += dam_mod;
1938 else disease->stats.dam -= dam_mod;
1939 }
1940
1941 if(disease->last_sp) { 1992 if (disease->last_sp)
1942 disease->last_sp -= 2*dam_mod;
1943 if(disease->last_sp <1) disease->last_sp = 1;
1944 }
1945
1946 if(disease->stats.maxsp) {
1947 if(disease->stats.maxsp > 0)
1948 disease->stats.maxsp += dam_mod;
1949 else disease->stats.maxsp -= dam_mod;
1950 }
1951 1993 {
1952 if(disease->stats.ac)
1953 disease->stats.ac += dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1954 1995
1955 if(disease->last_eat) 1996 if (disease->last_sp < 1)
1956 disease->last_eat -= dam_mod; 1997 disease->last_sp = 1;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod;
1960
1961 if(disease->stats.sp)
1962 disease->stats.sp -= dam_mod;
1963
1964 if(infect_object(walk,disease,1)) {
1965 object *flash; /* visual effect for inflicting disease */
1966
1967 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1968
1969 free_object(disease); /* don't need this one anymore */
1970 flash=get_archetype(ARCH_DETECT_MAGIC);
1971 flash->x = x;
1972 flash->y = y;
1973 flash->map = walk->map;
1974 insert_ob_in_map(flash,walk->map,op,0);
1975 return 1;
1976 } 1998 }
1977 free_object(disease); 1999
2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2006
2007 if (infect_object (walk, disease, 1))
2008 {
2009 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2010
2011 disease->destroy (); /* don't need this one anymore */
2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2013 return 1;
1978 } 2014 }
2015
2016 disease->destroy ();
2017 }
1979 } /* if living creature */ 2018 } /* if living creature */
1980 } /* for range of spaces */ 2019 } /* for range of spaces */
2020
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2021 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1982 return 1; 2022 return 1;
1983} 2023}

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