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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.5 by root, Sat Aug 26 23:36:34 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 1.5 2006/08/26 23:36:34 root Exp $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
12 8 *
13 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 12 * option) any later version.
17 13 *
18 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 17 * GNU General Public License for more details.
22 18 *
23 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
26 22 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 24 */
29 25
30/* This file contains all the spell attack code. Grouping this code 26/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 27 * together should hopefully make it easier to find the relevent bits
32 * of code 28 * of code
33 */ 29 */
34 30
35#include <global.h> 31#include <global.h>
36#include <object.h> 32#include <object.h>
37#include <living.h> 33#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 34#include <sproto.h>
40#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43static void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 45{
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
105 * 106 *
106 * BOLT CODE 107 * BOLT CODE
107 * 108 *
108 ***************************************************************************/ 109 ***************************************************************************/
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114static void
114void forklightning(object *op, object *tmp) { 115forklightning (object *op, object *tmp)
116{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 117 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 118 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 119 maptile *m;
118 sint16 sx,sy; 120 sint16 sx, sy;
119 object *new_bolt; 121 object *new_bolt;
120 122
121 /* pick a fork direction. tmp->stats.Con is the left bias 123 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 124 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 125 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 126 * down to 0 for one going 90 degrees left off original path
125 */ 127 */
126 128
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 129 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 130 new_dir = -1;
129 131
130 /* check the new dir for a wall and in the map*/ 132 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
132 134
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 135 if (get_map_flags (tmp->map, &m, tmp->x + DIRX (t_dir), tmp->y + DIRY (t_dir), &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 136 return;
135 return;
136 137
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 138 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 139 return;
139 140
140 /* OK, we made a fork */ 141 /* OK, we made a fork */
141 new_bolt = get_object(); 142 new_bolt = tmp->clone ();
142 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);
173 free_object(op);
174 return;
175 } 171 {
172 op->drop_and_destroy ();
173 return;
174 }
175
176 hit_map(op,0,op->attacktype,1); 176 hit_map (op, 0, op->attacktype, 1);
177 177
178 if(!op->direction) 178 if (!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if(op->direction&1)
211 op->direction=absdir(op->direction+4);
212 else {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return; 179 return;
239 }
240 else { /* Create a copy of this object and put it ahead */
241 tmp=get_object();
242 copy_object(op,tmp);
243 tmp->speed_left= -0.1;
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 */
247 tmp->duration++;
248 180
249 /* New forking code. Possibly create forks of this object 181 if (--op->range < 0)
250 * going off in other directions.
251 */
252
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0; 182 op->range = 0;
260 } /* copy object and move it along */ 183 else
261 } /* if move bolt along */ 184 {
185 x = op->x + DIRX (op->direction);
186 y = op->y + DIRY (op->direction);
187 m = op->map;
188 mflags = get_map_flags (m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP)
191 return;
192
193 /* We are about to run into something - we may bounce */
194 /* Calling reflwall is pretty costly, as it has to look at all the objects
195 * on the space. So only call reflwall if we think the data it returns
196 * will be useful.
197 */
198 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
199 {
200 if (!op->flag [FLAG_REFLECTING])
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if (op->direction & 1)
212 op->direction = absdir (op->direction + 4);
213 else
214 {
215 int left, right;
216 int mflags;
217
218 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
219 * over a corner in a tiled map, it is possible that
220 * op->direction is within an adjacent map but either
221 * op->direction-1 or op->direction+1 does not exist.
222 */
223 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction - 1)),
224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
225
226 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
227
228 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction + 1)),
229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
230 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
231
232 if (left == right)
233 op->direction = absdir (op->direction + 4);
234 else if (left)
235 op->direction = absdir (op->direction + 2);
236 else if (right)
237 op->direction = absdir (op->direction - 2);
238 }
239
240 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
241 return;
242 }
243 else
244 { /* Create a copy of this object and put it ahead */
245 object *tmp = op->clone ();
246
247 m->insert (tmp, x, y, op);
248 tmp->speed_left = -0.1f;
249 /* To make up for the decrease at the top of the function */
250 tmp->duration++;
251
252 /* New forking code. Possibly create forks of this object
253 * going off in other directions.
254 */
255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
256 forklightning (op, tmp); /* stats.Dex % of forking */
257
258 /* In this way, the object left behind sticks on the space, but
259 * doesn't create any bolts that continue to move onward.
260 */
261 op->range = 0;
262 } /* copy object and move it along */
263 } /* if move bolt along */
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;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 290
291 if (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);
307 return 0;
308 } 313 {
314 tmp->drop_and_destroy ();
315 return 0;
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 }
314 tmp->x=op->x; 327
315 tmp->y=op->y; 328 tmp->x = op->x;
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);
343 free_object(op);
344 return;
345 } 357 {
358 op->destroy ();
359 return;
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)
349 for(i=1;i<9;i++) { 365 {
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 ();
360 tmp->state=0; 379
361 tmp->speed_left= -0.21; 380 tmp->state = 0;
362 tmp->range--; 381 tmp->speed_left = -0.21f;
363 tmp->value=0; 382 tmp->range--;
364 tmp->x=dx; 383 tmp->value = 0;
365 tmp->y=dy; 384
366 insert_ob_in_map(tmp,m,op,0); 385 m->insert (tmp, dx, dy, op);
386 }
387 }
367 } 388 }
368 }
369 }
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;
386 return;
387 } 405 }
388 406
389 if (op->env) { 407 if (op->env)
390 object *env; 408 {
409 object *env = op->outer_env ();
391 410
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 411 if (!env->map || out_of_map (env->map, env->x, env->y))
412 {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op); 414 op->destroy ();
396 free_object (op);
397 return; 415 return;
398 } 416 }
399 remove_ob (op); 417
400 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
401 op->y = env->y; 419 }
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)) { 420 else if (out_of_map (op->map, op->x, op->y))
421 {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op); 423 op->destroy ();
406 free_object (op); 424 return;
407 return;
408 } 425 }
409 426
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 427 // 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 428 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this. 429 // 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) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 { 431 {
415 remove_ob (op); 432 op->destroy ();
416 free_object (op); 433 return;
434 }
435
436 if (op->attacktype)
437 {
438 hit_map (op, 0, op->attacktype, 1);
439
440 if (op->destroyed ())
417 return; 441 return;
418 } 442 }
419 443
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 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 448 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 449
433 owner = get_owner(op); 450 owner = op->owner;
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 451
452 if ((tmp->attacktype & AT_HOLYWORD
453 || tmp->attacktype & AT_GODPOWER)
454 && owner
435 !tailor_god_spell(tmp, owner)) { 455 && !tailor_god_spell (tmp, owner))
436 remove_ob (op);
437 free_object (op);
438 return;
439 } 456 {
440 tmp->x = op->x; 457 op->destroy ();
441 tmp->y = op->y; 458 return;
459 }
442 460
443 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
445 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 465 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 467 tmp->duration = op->duration;
449 } else { 468 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
451 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
455 /* 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 -
456 * the count of the parent should work fine. 479 * the count of the parent should work fine.
457 */ 480 */
458 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
459 } 482 }
460 483
461 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
464 487
465 /* Prevent recursion */ 488 /* Prevent recursion */
466 op->move_on = 0; 489 op->move_on = 0;
467 490
468 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
469 /* remove the firebullet */ 494 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 495 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 496}
475
476
477 497
478/* 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
479 * (eg, explode, damage player, etc) 499 * (eg, explode, damage player, etc)
480 */ 500 */
481 501void
482void check_bullet(object *op) 502check_bullet (object *op)
483{ 503{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 504 object *tmp;
486 int dam, mflags; 505 int dam, mflags;
487 mapstruct *m; 506 maptile *m;
488 sint16 sx, sy; 507 sint16 sx, sy;
489 508
490 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);
491 510
492 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)))
493 return; 512 return;
494 513
495 if (op->other_arch) { 514 if (op->other_arch)
515 {
496 /* explode object will also remove op */ 516 /* explode object will also remove op */
497 explode_bullet (op); 517 explode_bullet (op);
498 return; 518 return;
499 } 519 }
500 520
501 /* 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 */
502 if (!(mflags & P_IS_ALIVE)) return; 522 if (!(mflags & P_IS_ALIVE))
523 return;
503 524
504 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)
505 { 526 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 527 if (tmp->flag [FLAG_ALIVE])
507 tmp_tag = tmp->count; 528 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 529 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 530
510 || (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)
511 { 533 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 534 if (!op->flag [FLAG_REMOVED])
513 remove_ob (op); 535 {
514 free_object(op); 536 op->destroy ();
515 return; 537 return;
516 } 538 }
517 } 539 }
518 } 540 }
519 } 541 }
520} 542}
521
522 543
523/* Basically, we move 'op' one square, and if it hits something, 544/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 545 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 546 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
527 */ 548 */
528 549void
529void move_bullet(object *op) 550move_bullet (object *op)
530{ 551{
531 sint16 new_x, new_y;
532 int mflags;
533 mapstruct *m;
534
535#if 0 552#if 0
536 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
537 554
538 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
541 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
543 return; 561 return;
544 } /* end addition. */ 562 } /* end addition. */
545#endif 563#endif
546 564
547 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
549 if (op->other_arch) { 568 if (op->other_arch)
550 explode_bullet (op); 569 explode_bullet (op);
551 } else { 570 else
552 remove_ob (op); 571 op->destroy ();
553 free_object (op); 572
554 }
555 return; 573 return;
574 }
575
576 mapxy pos (op);
577 pos.move (op->direction);
578
579 if (!pos.normalise ())
556 } 580 {
557 581 op->destroy ();
558 new_x = op->x + DIRX(op);
559 new_y = op->y + DIRY(op);
560 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
562
563 if (mflags & P_OUT_OF_MAP) {
564 remove_ob (op);
565 free_object (op);
566 return; 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))
567 } 590 {
568
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
570 if (op->other_arch) { 591 if (op->other_arch)
571 explode_bullet (op); 592 explode_bullet (op);
572 } else { 593 else
573 remove_ob (op); 594 op->destroy ();
574 free_object (op); 595
575 }
576 return; 596 return;
577 } 597 }
578 598
579 remove_ob (op); 599 if (!(op = pos.insert (op, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 600 return;
584 601
585 if (reflwall (op->map, op->x, op->y, op)) { 602 if (reflwall (op->map, op->x, op->y, op))
603 {
586 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 605 update_turn_face (op);
588 } else { 606 }
607 else
589 check_bullet (op); 608 check_bullet (op);
590 }
591} 609}
592
593
594
595 610
596/* fire_bullet 611/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 615 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
602 * pointers. 617 * pointers.
603 */ 618 */
604 619int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 620fire_bullet (object *op, object *caster, int dir, object *spob)
621{
606 object *tmp=NULL; 622 object *tmp = NULL;
607 int mflags; 623 int mflags;
608 624
609 if (!spob->other_arch) 625 if (!spob->other_arch)
610 return 0; 626 return 0;
611 627
612 tmp=arch_to_object(spob->other_arch); 628 tmp = spob->other_arch->instance ();
613 if(tmp==NULL) 629 if (!tmp)
614 return 0; 630 return 0;
615 631
616 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
617 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);
618 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 635 if (spob->slaying)
636 tmp->slaying = spob->slaying;
620 637
621 tmp->range = 50; 638 tmp->range = 50;
622 639
623 /* Need to store duration/range for the ball to use */ 640 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 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);
627 644
628 tmp->direction=dir; 645 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
630 SET_ANIMATION(tmp, dir); 647 SET_ANIMATION (tmp, dir);
631 648
632 set_owner(tmp,op); 649 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
634 651
635 tmp->x=op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
636 tmp->y=op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
637 tmp->map = op->map; 654 tmp->map = op->map;
638 655
656 maptile *newmap;
639 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);
640 if (mflags & P_OUT_OF_MAP) { 658 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp);
642 return 0;
643 } 659 {
660 tmp->destroy ();
661 return 0;
662 }
663
664 tmp->map = newmap;
665
666 // in case the bullet has direction 0 we explode it in place.
667 // direction 0 is possible for instance when a poison cloud trap springs.
668 if (tmp->direction == 0)
669 {
670 if (tmp->other_arch
671 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
672 explode_bullet (tmp); // explode object will/should remove tmp
673 else
674 tmp->destroy ();
675
676 return 0;
677 }
678
644 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)))
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 680 {
646 free_object(tmp); 681 if (!tmp->flag [FLAG_REFLECTING])
682 {
683 tmp->destroy ();
647 return 0; 684 return 0;
648 } 685 }
649 tmp->x=op->x; 686
650 tmp->y=op->y; 687 tmp->x = op->x;
688 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 689 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 690 tmp->map = op->map;
653 } 691 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 692
693 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 694 check_bullet (tmp);
656 } 695
657 return 1; 696 return 1;
658} 697}
659
660
661
662 698
663/***************************************************************************** 699/*****************************************************************************
664 * 700 *
665 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
666 * 702 *
667 *****************************************************************************/ 703 *****************************************************************************/
668 704
669
670/* 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
671void cone_drop(object *op) { 707cone_drop (object *op)
672 object *new_ob = arch_to_object(op->other_arch); 708{
709 object *new_ob = op->other_arch->instance ();
673 710
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 711 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 712 new_ob->set_owner (op->owner);
678 713
679 /* preserve skill ownership */ 714 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 715 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill); 716 new_ob->skill = op->skill;
682 new_ob->skill = add_refcount(op->skill); 717
683 } 718 new_ob->insert_at (op, op);
684 insert_ob_in_map(new_ob,op->map,op,0);
685
686} 719}
687 720
688/* 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 */
689 722
723void
690void move_cone(object *op) { 724move_cone (object *op)
691 int i; 725{
692 tag_t tag;
693
694 /* 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 */
695 if (! op->map) { 727 if (!op->map)
696 LOG(llevError,"Tried to move_cone object %s without a map.\n",
697 op->name ? op->name : "unknown");
698 op->speed = 0;
699 update_ob_speed (op);
700 return;
701 } 728 {
729 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
730 op->set_speed (0);
731 return;
732 }
702 733
703 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 735 if (op->flag [FLAG_LIFESAVE])
736 {
705 hit_map(op,0,op->attacktype,0); 737 hit_map (op, 0, op->attacktype, 0);
706 return; 738 return;
707 } 739 }
708 740
709#if 0 741#if 0
710 /* Disable this - enabling it makes monsters easier, as 742 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 743 * when their cone dies when they die.
712 */ 744 */
713 /* If no owner left, the spell dies out. */ 745 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 746 if (op->owner == NULL)
715 remove_ob(op); 747 {
716 free_object(op); 748 op->destroy ();
717 return; 749 return;
718 } 750 }
719#endif 751#endif
720 752
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 753 hit_map (op, 0, op->attacktype, 0);
723 754
755 if (!op->is_on_map ())
756 return;
757
724 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
726 * degree. 760 * degree.
727 */ 761 */
762 if (op->weight)
763 {
728 if(op->weight) check_spell_knockback(op); 764 check_spell_knockback (op);
729 765
730 if (was_destroyed (op, tag)) 766 if (!op->is_on_map ())
731 return; 767 return;
768 }
732 769
733 if((op->duration--)<0) { 770 if (op->duration-- < 0)
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 771 {
772 op->destroy ();
773 return;
774 }
738 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 776 * any further. When the duration above expires,
740 * then the object will get removed. 777 * then the object will get removed.
741 */ 778 */
742 if (--op->range < 0) { 779 if (--op->range < 0)
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 } 780 {
781 op->range = 0; /* just so it doesn't wrap */
782 return;
783 }
746 784
747 for(i= -1;i<2;i++) { 785 for (int i = -1; i <= 1; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 786 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 787 sint16 x = op->x + DIRX (absdir (op->stats.sp + i)), y = op->y + DIRY (absdir (op->stats.sp + i));
750 788
751 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))
752 object *tmp=get_object(); 790 {
753 copy_object(op, tmp); 791 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 792
757 tmp->duration = op->duration + 1; 793 tmp->duration = op->duration + 1;
758 794
759 /* Use for spell tracking - see ok_to_put_more() */ 795 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 796 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 797
762 if (tmp->other_arch) cone_drop(tmp); 798 op->map->insert (tmp, x, y, op);
763 } 799
800 if (tmp->other_arch)
801 cone_drop (tmp);
802 }
764 } 803 }
765} 804}
766 805
767/* cast_cone: casts a cone spell. 806/* cast_cone: casts a cone spell.
768 * op: person firing the object. 807 * op: person firing the object.
770 * dir: direction to fire in. 809 * dir: direction to fire in.
771 * 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
772 * to fire. 811 * to fire.
773 * returns 0 on failure, 1 on success. 812 * returns 0 on failure, 1 on success.
774 */ 813 */
814int
775int cast_cone(object *op, object *caster,int dir, object *spell) 815cast_cone (object *op, object *caster, int dir, object *spell)
776{ 816{
777 object *tmp; 817 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 818 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 819 maptile *m;
780 sint16 sx, sy; 820 sint16 sx, sy;
781 MoveType movetype; 821 MoveType movetype;
782 822
783 if (!spell->other_arch) return 0; 823 if (!spell->other_arch)
824 return 0;
784 825
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 826 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
786 op->attacktype & AT_TURN_UNDEAD) { 827 {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!"); 828 op->failmsg ("Your undead nature prevents you from turning undead!");
789 return 0; 829 return 0;
790 } 830 }
791 831
792 if(!dir) { 832 if (!dir)
793 range_min= 0;
794 range_max=8;
795 } 833 {
834 range_min = 0;
835 range_max = 8;
836 }
796 837
797 /* 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
798 * 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
799 * insert it into is blocked. 840 * insert it into is blocked.
800 */ 841 */
801 movetype = spell->other_arch->clone.move_type; 842 movetype = spell->other_arch->move_type;
802 843
803 for(i=range_min;i<=range_max;i++) { 844 for (i = range_min; i <= range_max; i++)
804 sint16 x,y, d; 845 {
846 sint16 x, y;
805 847
806 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 849 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 850 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 851 * to hit that person.
810 */ 852 */
811 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
812 while (d < 0) d+=8;
813 while (d > 8) d-=8;
814 854
815 /* 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.
816 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 859 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 860 * for the rune code.
821 */ 861 */
822 if (caster->type != RUNE && d==0) { 862 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8; 863 {
824 else continue; 864 if (dir != 0)
825 } 865 d = 8;
866 else
867 continue;
868 }
826 869
827 x = op->x+freearr_x[d]; 870 x = op->x + DIRX (d);
828 y = op->y+freearr_y[d]; 871 y = op->y + DIRY (d);
829 872
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 873 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 874 continue;
832 875
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 877 continue;
835 878
836 success=1; 879 success = 1;
837 tmp=arch_to_object(spell->other_arch); 880 tmp = spell->other_arch->instance ();
838 set_owner(tmp,op); 881 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 884 tmp->attacktype = spell->attacktype;
844 885
845 /* holy word stuff */ 886 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 888 if (!tailor_god_spell (tmp, op))
848 } 889 return 0;
849 890
850 if(dir) 891 if (dir)
851 tmp->stats.sp=dir; 892 tmp->stats.sp = dir;
852 else 893 else
853 tmp->stats.sp=i; 894 tmp->stats.sp = i;
854 895
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 896 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 897
857 /* 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 */
858 if (dir == 0) { 899 if (dir == 0)
900 {
859 tmp->range /= 4; 901 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 902 if (tmp->range < 2 && spell->range >= 2)
861 } 903 tmp->range = 2;
904 }
905
862 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);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 907 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 908
865 /* Special bonus for fear attacks */ 909 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 910 if (tmp->attacktype & AT_FEAR)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 911 {
868 else 912 if (caster->type == PLAYER)
913 tmp->duration += fear_bonus[caster->stats.Cha];
914 else
869 tmp->duration += caster->level/3; 915 tmp->duration += caster->level / 3;
870 } 916 }
917
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 918 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 919 {
873 else 920 if (caster->type == PLAYER)
921 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
922 else
874 tmp->duration += caster->level/3; 923 tmp->duration += caster->level / 3;
875 } 924 }
876 925
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 926 if (!(tmp->move_type & MOVE_FLY_LOW))
879 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);
880 spell->other_arch->name);
881 928
882 if (!tmp->move_on && tmp->stats.dam) { 929 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 930 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 931
932 m->insert (tmp, sx, sy, op);
933
889 /* 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
890 * a single space too many times. 935 * a single space too many times.
891 */ 936 */
892 tmp->stats.maxhp = tmp->count; 937 tmp->stats.maxhp = tmp->count;
893 938
894 if(tmp->other_arch) cone_drop(tmp); 939 if (tmp->other_arch)
940 cone_drop (tmp);
895 } 941 }
942
896 return success; 943 return success;
897} 944}
898 945
899/**************************************************************************** 946/****************************************************************************
900 * 947 *
901 * BOMB related code 948 * BOMB related code
902 * 949 *
903 ****************************************************************************/ 950 ****************************************************************************/
904 951
905
906/* This handles an exploding bomb. 952/* This handles an exploding bomb.
907 * op is the original bomb object. 953 * op is the original bomb object.
908 */ 954 */
955void
909void animate_bomb(object *op) { 956animate_bomb (object *op)
910 int i; 957{
911 object *env, *tmp;
912 archetype *at;
913
914 if(op->state!=NUM_ANIMATIONS(op)-1) 958 if (op->state != NUM_ANIMATIONS (op) - 1)
915 return;
916
917
918 env = object_get_env_recursive(op);
919
920 if (op->env) {
921 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return; 959 return;
932 }
933 960
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 object *env = op->outer_env ();
935 // on a safe map. I don't like this special casing, but it seems to be neccessary 962
936 // as bombs can be carried. 963 if (op->env)
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 { 964 {
939 remove_ob (op); 965 if (!env->map)
940 free_object (op);
941 return; 966 return;
967
968 if (!(op = op->insert_at (env, op)))
969 return;
942 } 970 }
943 971
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
944 /* This copies a lot of the code from the fire bullet, 981 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 983 * so just set up the appropriate values.
947 */ 984 */
948 at = find_archetype(SPLINT); 985 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 986 {
950 for(i=1;i<9;i++) { 987 for (int i = 1; i < 9; i++)
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 {
952 continue; 989 if (out_of_map (op->map, op->x + DIRX (i), op->y + DIRX (i)))
953 tmp = arch_to_object(at); 990 continue;
991
992 object *tmp = at->instance ();
954 tmp->direction = i; 993 tmp->direction = i;
955 tmp->range = op->range; 994 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 996 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 998 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 999 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 1000 tmp->skill = op->skill;
962 tmp->skill = add_refcount(op->skill); 1001
1002 if (tmp->flag [FLAG_IS_TURNABLE])
1003 SET_ANIMATION (tmp, i);
1004
1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
1006 move_bullet (tmp);
1007 }
963 } 1008 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i);
966 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp);
970 }
971 }
972 1009
973 explode_bullet(op); 1010 explode_bullet (op);
974} 1011}
975 1012
1013int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1014create_bomb (object *op, object *caster, int dir, object *spell)
977 1015{
978 object *tmp; 1016 object *tmp;
979 int mflags; 1017 int mflags;
980 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);
981 mapstruct *m; 1019 maptile *m;
982 1020
983 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 {
984 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))
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1030 {
986 return 0; 1031 op->failmsg ("There is something in the way.");
1032 return 0;
1033 }
987 } 1034 }
988 tmp=arch_to_object(spell->other_arch);
989 1035
1036 tmp = spell->other_arch->instance ();
1037
990 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 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);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1042 tmp->attacktype = spell->attacktype;
995 1043
996 set_owner(tmp,op); 1044 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1045 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1046
999 tmp->y=dy; 1047 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1048 return 1;
1002} 1049}
1003 1050
1004/**************************************************************************** 1051/****************************************************************************
1005 * 1052 *
1006 * smite related spell code. 1053 * smite related spell code.
1014 * dir is the direction to look in. 1061 * dir is the direction to look in.
1015 * range is how far out to look. 1062 * range is how far out to look.
1016 * 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.
1017 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1018 */ 1065 */
1019 1066static object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1067get_pointed_target (object *op, int dir, int range, int type)
1068{
1021 object *target; 1069 object *target;
1022 sint16 x,y; 1070 sint16 x, y;
1023 int dist, mflags; 1071 int dist, mflags;
1024 mapstruct *mp; 1072 maptile *mp;
1025 1073
1026 if (dir==0) return NULL; 1074 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1075 return NULL;
1048}
1049 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);
1050 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
1051/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1053 * usual params - 1104 * usual params -
1054 * op = player 1105 * op = player
1055 * caster = object casting the spell. 1106 * caster = object casting the spell.
1056 * dir = direction being cast 1107 * dir = direction being cast
1057 * spell = spell object 1108 * spell = spell object
1058 */ 1109 */
1059 1110int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1112{
1061 object *effect, *target; 1113 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1114 object *god = find_god (determine_god (op));
1063 int range;
1064 1115
1065 range = spell->range + SP_level_range_adjust(caster,spell);
1066 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);
1067 1117
1068 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1070 * 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
1071 * 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
1072 * interesting spell. 1122 * interesting spell.
1073 * 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
1074 * can't be friendly to your god. 1124 * can't be friendly to your god.
1075 */ 1125 */
1076 1126
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1078 ||(!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1130 || (god && target->title == god->name)
1080 ||(target->race && god && strstr(target->race,god->race))) { 1131 || (god && target->race.contains (god->race)))
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1132 {
1133 op->failmsg ("Your request is unheeded.");
1082 return 0; 1134 return 0;
1083 } 1135 }
1084 1136
1085 if (spell->other_arch) 1137 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1138 effect = spell->other_arch->instance ();
1087 else 1139 else
1088 return 0; 1140 return 0;
1089 1141
1090 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1146 {
1094 if(tailor_god_spell(effect,op)) 1147 if (tailor_god_spell (effect, op))
1095 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));
1096 "%s answers your call!",determine_god(op));
1097 else { 1149 else
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1150 {
1151 op->failmsg ("Your request is ignored.");
1099 return 0; 1152 return 0;
1100 } 1153 }
1101 } 1154 }
1102 1155
1103 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1104 effect->range=spell->range + 1157 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1158 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1159
1109 if (effect->attacktype & AT_DEATH) { 1160 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1161 {
1111 SP_level_dam_adjust(caster,spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1163
1113 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1165 if (target->flag [FLAG_UNDEAD])
1166 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1167 if (random_roll (0, 2, op, PREFER_LOW))
1168 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1170 effect->x = op->x;
1118 effect->y=op->y; 1171 effect->y = op->y;
1119 } else { 1172 }
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1173 else
1121 query_name(target)); 1174 {
1175 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1122 target->stats.hp = target->stats.maxhp*2; 1176 target->stats.hp = target->stats.maxhp * 2;
1123 free_object(effect); 1177 effect->destroy ();
1124 return 0; 1178 return 0;
1179 }
1180 }
1125 } 1181 }
1126 } 1182 else
1127 } else { 1183 {
1128 /* how much woe to inflict :) */ 1184 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1185 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1186 }
1132 1187
1133 set_owner(effect,op); 1188 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1189 set_spell_skill (op, caster, spell, effect);
1135 1190
1136 /* ok, tell it where to be, and insert! */ 1191 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1192 effect->insert_at (target, op);
1138 effect->y=target->y; 1193
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1194 return 1;
1142} 1195}
1143
1144 1196
1145/**************************************************************************** 1197/****************************************************************************
1146 * 1198 *
1147 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1148 * 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
1149 * code here is just to move the missile. 1201 * code here is just to move the missile.
1150 ****************************************************************************/ 1202 ****************************************************************************/
1151 1203
1152/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1205void
1153void move_missile(object *op) { 1206move_missile (object *op)
1154 int i, mflags; 1207{
1155 object *owner;
1156 sint16 new_x, new_y;
1157 mapstruct *m;
1158
1159 if (op->range-- <=0) { 1208 if (op->range-- <= 0)
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 } 1209 {
1210 op->drop_and_destroy ();
1211 return;
1212 }
1164 1213
1165 owner = get_owner(op); 1214 mapxy pos (op);
1166#if 0 1215 pos.move (op->direction);
1167 /* It'd make things nastier if this wasn't here - spells cast by 1216
1168 * monster that are then killed would continue to survive 1217 if (!pos.normalise ())
1169 */
1170 if (owner == NULL) {
1171 remove_ob(op);
1172 free_object(op);
1173 return;
1174 } 1218 {
1175#endif 1219 op->destroy ();
1220 return;
1221 }
1176 1222
1177 new_x = op->x + DIRX(op); 1223 mapspace &ms = pos.ms ();
1178 new_y = op->y + DIRY(op);
1179 1224
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1181 1226 {
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1184 tag_t tag = op->count;
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1187 * 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.
1188 */ 1230 */
1189 if ( ! was_destroyed (op, tag)) { 1231 op->destroy ();
1190 remove_ob (op); 1232 return;
1191 free_object(op); 1233 }
1192 } 1234
1193 return; 1235 if (!op->direction)
1194 } 1236 {
1195 1237 op->destroy ();
1196 remove_ob(op); 1238 return;
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1198 free_object(op);
1199 return;
1200 } 1239 }
1201 op->x = new_x; 1240
1202 op->y = new_y; 1241 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1203 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1205 if(i > 0 && i != op->direction){ 1242 if (i > 0 && i != op->direction)
1243 {
1206 op->direction=i; 1244 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1245 SET_ANIMATION (op, op->direction);
1208 } 1246 }
1209 insert_ob_in_map(op,op->map,op,0); 1247
1248 pos.insert (op, op);
1210} 1249}
1211 1250
1212/**************************************************************************** 1251/****************************************************************************
1213 * Destruction 1252 * Destruction
1214 ****************************************************************************/ 1253 ****************************************************************************/
1254
1215/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1216 * 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
1217 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1220 */ 1260 */
1221 1261static int
1222int make_object_glow(object *op, int radius, int time) { 1262make_object_glow (object *op, int radius, int time)
1223 object *tmp; 1263{
1224
1225 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1266 return 0;
1228 1267
1229 tmp=get_archetype(FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1230 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1231 tmp->stats.food = time; 1270 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1234 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII;
1236
1237 tmp->x=op->x;
1238 tmp->y=op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1241 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1243 1277
1244 if(!tmp->env||op!=tmp->env) {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1246 op->name);
1247 return 0;
1248 }
1249 return 1; 1278 return 1;
1250} 1279}
1251 1280
1252 1281int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1282cast_destruction (object *op, object *caster, object *spell_ob)
1256 int i,j, range, mflags, friendly=0, dam, dur; 1283{
1257 sint16 sx,sy;
1258 mapstruct *m;
1259 object *tmp;
1260 const char *skill;
1261
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1285 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1266 1287
1267 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1268 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route.
1272 */
1273 skill = op->skill;
1274 if (caster == op) op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill;
1276 else op->skill = NULL;
1277 1289
1278 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);
1279 1294
1280 for(i= -range; i<range; i++) {
1281 for(j=-range; j<range ; j++) {
1282 m = op->map;
1283 sx = op->x + i;
1284 sy = op->y + j;
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue;
1287 if (mflags & P_IS_ALIVE) { 1295 if (ms.flags () & P_IS_ALIVE)
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1297 {
1290 } 1298 next = tmp->above;
1291 if (tmp) {
1292 if (tmp->head) tmp=tmp->head;
1293 1299
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1301 {
1302 tmp = tmp->head_ ();
1303
1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1306 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1308 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1310
1299 tmp = arch_to_object(spell_ob->other_arch); 1311 if (spell_ob->other_arch)
1300 tmp->x = sx; 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1301 tmp->y = sy; 1313 }
1302 insert_ob_in_map(tmp, m, op, 0); 1314 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1303 } 1315 {
1304 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1306 tmp->resist[ATNR_MAGIC]!=100) {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1309 effect->x = sx; 1318 }
1310 effect->y = sy; 1319 }
1311 insert_ob_in_map(effect, m, op, 0); 1320 }
1312 } 1321 }
1313 }
1314 }
1315 }
1316 } 1322 }
1317 } 1323
1318 }
1319 op->skill = skill;
1320 return 1; 1324 return 1;
1321} 1325}
1322 1326
1323/*************************************************************************** 1327/***************************************************************************
1324 * 1328 *
1325 * CURSE 1329 * CURSE
1326 * 1330 *
1327 ***************************************************************************/ 1331 ***************************************************************************/
1328 1332int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1334{
1330 object *god = find_god(determine_god(op)); 1335 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1336 object *tmp, *force;
1332 1337
1333 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);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1339 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 } 1340 {
1341 op->failmsg ("There is no one in that direction to curse.");
1342 return 0;
1343 }
1340 1344
1345 tmp = tmp->head_ ();
1346
1341 /* 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. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1348 for (force = tmp->inv; force; force = force->below)
1349 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1351 {
1344 if (force->name == spell_ob->name) { 1352 if (force->name == spell_ob->name)
1345 break; 1353 {
1346 } 1354 break;
1355 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1356 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1357 {
1349 "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);
1350 spell_ob->name, force->name_pl); 1359 return 0;
1351 return 0; 1360 }
1361 }
1352 } 1362 }
1353 } 1363
1364 if (!force)
1354 } 1365 {
1355 1366 force = archetype::get (FORCE_NAME);
1356 if(force==NULL) {
1357 force=get_archetype(FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name); 1368
1360 if (spell_ob->race) 1369 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1370 force->name = spell_ob->race;
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else { 1371 else
1372 force->name = spell_ob->name;
1373
1374 force->name_pl = spell_ob->name;
1375
1376 }
1377 else
1378 {
1368 int duration; 1379 int duration;
1369 1380
1370 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;
1371 if (duration > force->duration) { 1382 if (duration > force->duration)
1383 {
1372 force->duration = duration; 1384 force->duration = duration;
1373 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.");
1374 } else { 1386 }
1387 else
1375 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.");
1376 } 1389
1377 return 1; 1390 return 1;
1378 } 1391 }
1392
1379 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;
1380 force->speed = 1.0;
1381 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1383 1397
1384 if(god) { 1398 if (god)
1399 {
1385 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1402 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1403 force->path_denied = god->path_denied;
1389 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);
1390 "You are a victim of %s's curse!",god->name); 1405 }
1391 } else 1406 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1408
1394 1409
1395 if(tmp!=op && op->type==PLAYER) 1410 if (tmp != op && op->type == PLAYER)
1396 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);
1397 1412
1398 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1400 1415
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1417 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1418 tmp->update_stats ();
1419
1404 return 1; 1420 return 1;
1405
1406} 1421}
1407
1408 1422
1409/********************************************************************** 1423/**********************************************************************
1410 * mood change 1424 * mood change
1411 * 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
1412 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1427 ***********************************************************************/
1414 1428
1415/* This covers the various spells that change the moods of monsters - 1429/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1430 * makes them angry, peacful, friendly, etc.
1417 */ 1431 */
1432int
1418int mood_change(object *op, object *caster, object *spell) { 1433mood_change (object *op, object *caster, object *spell)
1434{
1419 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1421 sint16 x, y, nx, ny;
1422 mapstruct *m;
1423 const char *race; 1437 const char *race;
1424 1438
1425 /* 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
1426 * doing it over and over again. 1440 * doing it over and over again.
1427 */ 1441 */
1428 god=find_god(determine_god(op)); 1442 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1443 level = casting_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1445
1432 /* 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_...
1433 * 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
1434 * won't ever match anything. 1448 * won't ever match anything.
1435 */ 1449 */
1436 if (!spell->race) race=NULL; 1450 if (!spell->race)
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1451 race = NULL;
1438 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
1439 else race = spell->race; 1457 race = spell->race;
1458
1459 dynbuf buf;
1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1440 1461 {
1462 mapspace &ms = m->at (nx, ny);
1441 1463
1442 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) {
1444
1445 done_one=0;
1446 m = op->map;
1447 nx = x;
1448 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue;
1451
1452 /* If there is nothing living on this space, no need to go further */ 1464 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1465 if (!(ms.flags () & P_IS_ALIVE))
1466 continue;
1454 1467
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1468 // players can only affect spaces that they can actually see
1456 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;
1457 1473
1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1475 if (tmp->flag [FLAG_MONSTER])
1476 break;
1477
1458 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1479 if (!tmp)
1480 continue;
1460 1481
1461 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1483 head = tmp->head_ ();
1463 else head=tmp;
1464 1484
1465 /* 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 */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1486 if (race && head->race && !strstr (race, head->race))
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1487 continue;
1468 1488
1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1490 continue;
1491
1469 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1493 best_at = -1;
1471 if (spell->attacktype) { 1494 if (spell->attacktype)
1495 {
1472 for (at=0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1474 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;
1475 1500
1476 if (best_at == -1) at=0; 1501 if (best_at == -1)
1502 at = 0;
1477 else { 1503 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5;
1480 }
1481 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue;
1483 }
1484 else /* spell->attacktype */
1485 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489
1490 The chance will then be in the range [20-70] percent, not too bad.
1491
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster...
1494
1495 Ryo, august 14th
1496 */
1497 { 1504 {
1498 if ( head->level > level ) continue; 1505 if (head->resist[best_at] == 100)
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1500 /* Failed, no effect */
1501 continue; 1506 continue;
1507 else
1508 at = head->resist[best_at] / 5;
1502 } 1509 }
1503 1510
1511 at -= level / 5;
1512 if (did_make_save (head, head->level, at))
1513 continue;
1514 }
1515 else /* spell->attacktype */
1516 {
1517 /*
1518 Spell has no attacktype (charm & such), so we'll have a specific saving:
1519 * if spell level < monster level, no go
1520 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1521
1522 The chance will then be in the range [20-70] percent, not too bad.
1523
1524 This is required to fix the 'charm monster' abuse, where a player level 1 can
1525 charm a level 125 monster...
1526
1527 Ryo, august 14th
1528 */
1529 if (head->level > level)
1530 continue;
1531
1532 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1533 /* Failed, no effect */
1534 continue;
1535 }
1536
1504 /* Done with saving throw. Now start effecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1505 1539
1506 /* aggravation */ 1540 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1541 if (spell->flag [FLAG_MONSTER])
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1542 {
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1543 head->clr_flag (FLAG_SLEEP);
1510 remove_friendly_object(head); 1544 remove_friendly_object (head);
1545 done_one = 1;
1546 head->enemy = op;
1547 }
1511 1548
1512 done_one = 1;
1513 head->enemy = op;
1514 }
1515
1516 /* calm monsters */ 1549 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1551 {
1552 head->set_flag (FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1553 head->enemy = NULL;
1520 done_one = 1; 1554 done_one = 1;
1521 } 1555 }
1522 1556
1523 /* berserk monsters */ 1557 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1525 SET_FLAG(head, FLAG_BERSERK); 1559 {
1526 done_one = 1; 1560 head->set_flag (FLAG_BERSERK);
1527 } 1561 done_one = 1;
1562 }
1563
1528 /* charm */ 1564 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1530 SET_FLAG(head, FLAG_FRIENDLY); 1566 {
1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1532 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.
1533 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. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1535 set_owner(head, op); 1573 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1575 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1539 done_one = 1; 1577 done_one = 1;
1540 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);
1541 head->stats.exp = 0; 1579 head->stats.exp = 0;
1542 } 1580 }
1543 1581
1544 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1583 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1547 tmp->x = nx;
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 } 1585 }
1551 } /* for y */
1552 1586
1553 return 1; 1587 return 1;
1554} 1588}
1555
1556 1589
1557/* 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
1558 * 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
1559 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1593 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1562 */ 1595 */
1563 1596void
1564void move_ball_spell(object *op) { 1597move_ball_spell (object *op)
1598{
1565 int i,j,dam_save,dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1567 object *owner; 1601 object *owner;
1568 mapstruct *m; 1602 maptile *m;
1569 1603
1570 owner = get_owner(op); 1604 owner = op->owner;
1571 1605
1572 /* 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,
1573 * 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
1574 * victim. The block immediately below more or less chooses a random 1608 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1609 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1610 * deviations.
1577 */ 1611 */
1578 1612
1579 dir = 0; 1613 dir = 0;
1580 if(!(rndm(0, 3))) 1614 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1615 j = rndm (0, 1);
1582 else j=0; 1616 else
1617 j = 0;
1583 1618
1584 for(i = 1; i < 9; i++) { 1619 for (i = 1; i < 9; i++)
1620 {
1585 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1587 */ 1623 */
1588
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1591 1626
1592 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1593 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1594 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))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1630 {
1596 dir = tmpdir; 1631 dir = tmpdir;
1597 break; 1632 break;
1598 } 1633 }
1599 } 1634 }
1635
1600 if (dir == 0) { 1636 if (dir == 0)
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 } 1637 {
1638 nx = op->x;
1639 ny = op->y;
1640 m = op->map;
1641 }
1605 1642
1606 remove_ob(op); 1643 m->insert (op, nx, ny, op);
1607 op->y=ny; 1644
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1645 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1646 surrounding squares */
1613 1647
1614 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1650 * the surround spaces.
1617 */ 1651 */
1618 for(j=0;j<9;j++) { 1652 for (j = 0; j < 9; j++)
1619 object *new_ob; 1653 {
1654 hx = nx + DIRX (j);
1655 hy = ny + DIRY (j);
1620 1656
1621 hx = nx+freearr_x[j];
1622 hy = ny+freearr_y[j];
1623
1624 m = op->map; 1657 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1659
1627 if (mflags & P_OUT_OF_MAP) continue; 1660 if (mflags & P_OUT_OF_MAP)
1661 continue;
1628 1662
1629 /* 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
1630 * of the map either. 1664 * of the map either.
1631 */ 1665 */
1632 1666
1633 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)))
1634 if(j) op->stats.dam = dam_save/2; 1668 {
1669 if (j)
1670 op->stats.dam = dam_save / 2;
1671
1635 hit_map(op,j,op->attacktype,1); 1672 hit_map (op, j, op->attacktype, 1);
1673 }
1636 1674
1637 }
1638
1639 /* insert the other arch */ 1675 /* insert the other arch */
1640 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))))
1641 new_ob = arch_to_object(op->other_arch); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1678 }
1647 1679
1648 /* restore to the center location and damage*/ 1680 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1650 1682
1651 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);
1652 1684
1653 if(i>=0) { /* we have a preferred direction! */ 1685 if (i >= 0)
1686 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1688 if (get_map_flags (op->map, &m, nx + DIRX (i), ny + DIRY (i), &hx, &hy) & P_OUT_OF_MAP ||
1656 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)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1691
1659 op->direction=i; 1692 op->direction = i;
1660 } 1693 }
1661} 1694}
1662 1695
1663
1664/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1665 * 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
1666 * 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
1667 * 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
1668 * 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
1669 * 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.
1670 */ 1702 */
1671 1703void
1672void move_swarm_spell(object *op) 1704move_swarm_spell (object *op)
1673{ 1705{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1706#if 0
1696 // this is bogus: it causes wrong places to be checked below 1707 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1697 // (a wall 2 cells away will block the effect...) and 1708 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1709 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1710 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1711 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1712#endif
1713 object *owner = op->env;
1743 1714
1715 if (!owner) // MUST not happen, remove when true TODO
1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1718 op->destroy ();
1719 return;
1720 }
1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1728 op->duration--;
1729
1730 int basedir = op->direction;
1731 if (!basedir)
1732 {
1733 /* spray in all directions! 8) */
1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1736 }
1737
1738#if 0
1739 // this is bogus: it causes wrong places to be checked below
1740 // (a wall 2 cells away will block the effect...) and
1741 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1742 // space.
1743 // should be fixed later, but correctness before features...
1744 // (schmorp)
1745
1746 /* new offset calculation to make swarm element distribution
1747 * more uniform
1748 */
1749 if (op->duration)
1750 {
1751 if (basedir & 1)
1752 {
1753 adjustdir = cardinal_adjust[rndm (0, 8)];
1754 }
1755 else
1756 {
1757 adjustdir = diagonal_adjust[rndm (0, 9)];
1758 }
1759 }
1760 else
1761 {
1762 adjustdir = 0; /* fire the last one from forward. */
1763 }
1764
1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1767
1768 /* back up one space so we can hit point-blank targets, but this
1769 * necessitates extra out_of_map check below
1770 */
1771 origin_x = target_x - DIRX (basedir);
1772 origin_y = target_y - DIRY (basedir);
1773
1774
1744 /* 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
1745 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1746 * 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,
1747 * do some sanity checking anyways. 1778 * do some sanity checking anyways.
1748 */ 1779 */
1780
1781 if (op->spell && op->spell->type == SPELL &&
1782 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1783 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1749 1784 {
1785
1786 /* Bullet spells have a bunch more customization that needs to be done */
1787 if (op->spell->subtype == SP_BULLET)
1788 fire_bullet (owner, op, basedir, op->spell);
1789 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1790 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1791 }
1792#endif
1793
1794 /* spell pointer is set up for the spell this casts. Since this
1795 * should just be a pointer to the spell in some inventory,
1796 * it is unlikely to disappear by the time we need it. However,
1797 * do some sanity checking anyways.
1798 */
1799
1750 if (op->spell && op->spell->type == SPELL) 1800 if (op->spell && op->spell->type == SPELL)
1751 { 1801 {
1752 /* 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 */
1753 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 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);
1757 } 1807 }
1758} 1808}
1759
1760
1761
1762 1809
1763/* fire_swarm: 1810/* fire_swarm:
1764 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1765 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1766 * the parts of the swarm. 1813 * the parts of the swarm.
1767 * 1814 *
1768 * op: the owner 1815 * op: the owner
1769 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1770 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1819 * n: the number to be fired.
1773 */ 1820 */
1774 1821int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1823{
1777 object *tmp;
1778 int i;
1779
1780 if (!spell->other_arch) return 0; 1824 if (!spell->other_arch)
1825 return 0;
1781 1826
1782 tmp=get_archetype(SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1783 tmp->x=op->x; 1828
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1786 set_spell_skill(op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1787
1788 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. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1790
1791 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1792 1833
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1795 return 1; 1836 return 1;
1796 } 1837
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1841
1801 tmp->direction=dir;
1802 tmp->invisible=1; 1842 tmp->invisible = 1;
1803 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
1804 return 1; 1850 return 1;
1805} 1851}
1806
1807 1852
1808/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
1809 * function. 1854 * function.
1810 */ 1855 */
1856int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1857cast_light (object *op, object *caster, object *spell, int dir)
1858{
1812 object *target=NULL,*tmp=NULL; 1859 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1860 sint16 x, y;
1814 int dam, mflags; 1861 int dam, mflags;
1815 mapstruct *m; 1862 maptile *m;
1816 1863
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1865
1819 if(!dir) { 1866 if (dir)
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1821 return 0;
1822 } 1867 {
1823 1868 x = op->x + DIRX (dir);
1824 x=op->x+freearr_x[dir]; 1869 y = op->y + DIRY (dir);
1825 y=op->y+freearr_y[dir];
1826 m = op->map; 1870 m = op->map;
1827 1871
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1873
1830 if (mflags & P_OUT_OF_MAP) { 1874 if (mflags & P_OUT_OF_MAP)
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1875 {
1832 return 0; 1876 op->failmsg ("Nothing is there.");
1833 } 1877 return 0;
1878 }
1834 1879
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1881 {
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1882 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1883 if (target->flag [FLAG_MONSTER])
1884 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head; 1886 if (target->head)
1887 target = target->head;
1888
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1842 } 1891 }
1843 } 1892 }
1844 1893
1845 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1846 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)))
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1896 {
1848 return 0; 1897 op->failmsg ("Something is in the way.");
1898 return 0;
1899 }
1849 } 1900 }
1850 1901
1851 /* 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 */
1852 tmp=arch_to_object(spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1853 if(!tmp) { 1904 if (!tmp)
1905 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1907 return 0;
1856 } 1908 }
1909
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
1858 if (tmp->glow_radius) { 1912 if (tmp->glow_radius)
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1913 tmp->set_glow_radius (
1860 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)
1861 } 1915 );
1862 tmp->x=x; 1916
1863 tmp->y=y; 1917 if (dir)
1864 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
1865 return 1; 1922 return 1;
1866} 1923}
1867
1868
1869
1870 1924
1871/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1872 * player and infects someone. 1926 * player and infects someone.
1873 * 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
1874 * 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
1875 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1876 */ 1930 */
1877 1931int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
1933{
1879 sint16 x,y; 1934 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1936 object *walk;
1882 mapstruct *m; 1937 maptile *m;
1883 1938
1884 x = op->x; 1939 x = op->x;
1885 y = op->y; 1940 y = op->y;
1886 1941
1887 /* 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
1888 * direction the player is pointing. 1943 * direction the player is pointing.
1889 */ 1944 */
1945 if (!dir)
1890 if (!dir) dir=op->facing; 1946 dir = op->facing;
1947
1948 if (!dir)
1891 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 */
1892 1950
1893 /* Calculate these once here */ 1951 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 1953 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
1897 1955
1898 /* search in a line for a victim */ 1956 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 1957 for (i = 1; i < range; i++)
1900 x = op->x + i * freearr_x[dir]; 1958 {
1901 y = op->y + i * freearr_y[dir]; 1959 x = op->x + i * DIRX (dir);
1960 y = op->y + i * DIRY (dir);
1902 m = op->map; 1961 m = op->map;
1903 1962
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 1964
1906 if (mflags & P_OUT_OF_MAP) return 0; 1965 if (mflags & P_OUT_OF_MAP)
1966 return 0;
1907 1967
1908 /* don't go through walls - presume diseases are airborne */ 1968 /* don't go through walls - presume diseases are airborne */
1909 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;
1910 1971
1911 /* 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 */
1912 if (mflags & P_IS_ALIVE) { 1973 if (mflags & P_IS_ALIVE)
1974 {
1913 /* search this square for a victim */ 1975 /* search this square for a victim */
1914 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)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1916 object *disease = arch_to_object(spell->other_arch); 1978 { /* found a victim */
1979 object *disease = spell->other_arch->instance ();
1917 1980
1918 set_owner(disease,op); 1981 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 1984 disease->level = casting_level (caster, spell);
1922 1985
1923 /* do level adjustments */ 1986 /* do level adjustments */
1924 if(disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
1925 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;
1926 1991
1927 if(disease->magic> 0) 1992 if (disease->last_sp)
1928 disease->magic += dur_mod/4; 1993 {
1994 disease->last_sp -= 2 * dam_mod;
1929 1995
1930 if(disease->stats.maxhp>0) 1996 if (disease->last_sp < 1)
1931 disease->stats.maxhp += dur_mod; 1997 disease->last_sp = 1;
1998 }
1932 1999
1933 if(disease->stats.maxgrace>0) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
1934 disease->stats.maxgrace += dur_mod; 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
1935 2006
1936 if(disease->stats.dam) {
1937 if(disease->stats.dam > 0)
1938 disease->stats.dam += dam_mod;
1939 else disease->stats.dam -= dam_mod;
1940 }
1941
1942 if(disease->last_sp) {
1943 disease->last_sp -= 2*dam_mod;
1944 if(disease->last_sp <1) disease->last_sp = 1;
1945 }
1946
1947 if(disease->stats.maxsp) {
1948 if(disease->stats.maxsp > 0)
1949 disease->stats.maxsp += dam_mod;
1950 else disease->stats.maxsp -= dam_mod;
1951 }
1952
1953 if(disease->stats.ac)
1954 disease->stats.ac += dam_mod;
1955
1956 if(disease->last_eat)
1957 disease->last_eat -= dam_mod;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod;
1961
1962 if(disease->stats.sp)
1963 disease->stats.sp -= dam_mod;
1964
1965 if(infect_object(walk,disease,1)) { 2007 if (infect_object (walk, disease, 1))
1966 object *flash; /* visual effect for inflicting disease */ 2008 {
2009 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
1967 2010
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2011 disease->destroy (); /* don't need this one anymore */
2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2013 return 1;
2014 }
1969 2015
1970 free_object(disease); /* don't need this one anymore */ 2016 disease->destroy ();
1971 flash=get_archetype(ARCH_DETECT_MAGIC); 2017 }
1972 flash->x = x; 2018 } /* if living creature */
1973 flash->y = y; 2019 } /* for range of spaces */
1974 flash->map = walk->map; 2020
1975 insert_ob_in_map(flash,walk->map,op,0);
1976 return 1;
1977 }
1978 free_object(disease);
1979 }
1980 } /* if living creature */
1981 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2021 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2022 return 1;
1984} 2023}

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