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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.92 by root, Wed Nov 11 04:45:23 2009 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 1.7 2006/09/03 00:18:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42static void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 44{
52 int weight_move; 45 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 47
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 48 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 50 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 51 return;
58 }else{ 52 }
53 else
54 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 57 }
62 58
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 60 {
65 int num_sections = 1; 61 int num_sections = 1;
66 62
67 /* don't move DM */ 63 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 65 return;
70 66
71 /* don't move parts of objects */ 67 /* don't move parts of objects */
72 if(tmp->head) continue; 68 if (tmp->head)
69 continue;
73 70
74 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
83 */ 82 */
84 83
85 /* surface area? -tm */ 84 /* surface area? -tm */
86 85
87 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
89 88
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* move it. */
91 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
93 * also be safe for objects. 93 * also be safe for objects.
94 * This does return if successful or not, but 94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
96 * right now. 96 * right now.
97 */ 97 */
98 move_object(tmp, absdir(op->stats.sp)); 98 move_object (tmp, absdir (op->stats.sp));
99 } 99 }
100 100
101 } 101 }
102} 102}
103 103
105 * 105 *
106 * BOLT CODE 106 * BOLT CODE
107 * 107 *
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113 113static void
114void forklightning(object *op, object *tmp) { 114forklightning (object *op, object *tmp)
115{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 118 maptile *m;
118 sint16 sx,sy; 119 sint16 sx, sy;
119 object *new_bolt; 120 object *new_bolt;
120 121
121 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 124 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 125 * down to 0 for one going 90 degrees left off original path
125 */ 126 */
126 127
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 128 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 129 new_dir = -1;
129 130
130 /* check the new dir for a wall and in the map*/ 131 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
132 133
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 134 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 135 return;
136 136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 138 return;
139 139
140 /* OK, we made a fork */ 140 /* OK, we made a fork */
141 new_bolt = get_object(); 141 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 142
144 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
150 new_bolt->duration++; 149 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164 162void
165void move_bolt(object *op) { 163move_bolt (object *op)
166 object *tmp; 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 mapstruct *m; 167 maptile *m;
170 168
171 if(--(op->duration)<0) { 169 if (--op->duration < 0)
172 remove_ob(op); 170 {
173 free_object(op); 171 op->drop_and_destroy ();
172 return;
173 }
174
175 hit_map (op, 0, op->attacktype, 1);
176
177 if (!op->direction)
178 return;
179
180 if (--op->range < 0)
181 op->range = 0;
182 else
183 {
184 x = op->x + DIRX (op);
185 y = op->y + DIRY (op);
186 m = op->map;
187 mflags = get_map_flags (m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP)
174 return; 190 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 191
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 192 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 193 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 195 * will be useful.
195 */ 196 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 198 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 200 return;
201 201
202 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 208 * to the southwest.
209 */ 209 */
210 if(op->direction&1) 210 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 211 op->direction = absdir (op->direction + 4);
212 else { 212 else
213 {
213 int left, right; 214 int left, right;
214 int mflags; 215 int mflags;
215 216
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 218 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 219 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 220 * op->direction-1 or op->direction+1 does not exist.
220 */ 221 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 224
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 226
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 230
230 if(left==right) 231 if (left == right)
231 op->direction=absdir(op->direction+4); 232 op->direction = absdir (op->direction + 4);
232 else if(left) 233 else if (left)
233 op->direction=absdir(op->direction+2); 234 op->direction = absdir (op->direction + 2);
234 else if(right) 235 else if (right)
235 op->direction=absdir(op->direction-2); 236 op->direction = absdir (op->direction - 2);
236 } 237 }
238
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 240 return;
239 } 241 }
242 else
240 else { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 244 object *tmp = op->clone ();
242 copy_object(op,tmp); 245
246 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 247 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 249 tmp->duration++;
248 250
249 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 252 * going off in other directions.
251 */ 253 */
254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */
252 256
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
258 */ 259 */
259 op->range = 0; 260 op->range = 0;
260 } /* copy object and move it along */ 261 } /* copy object and move it along */
261 } /* if move bolt along */ 262 } /* if move bolt along */
262} 263}
263 264
264/* fire_bolt 265/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 266 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 267 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 269 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
270 * pointers. 271 * pointers.
271 */ 272 */
272 273int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
275{
274 object *tmp=NULL; 276 object *tmp = NULL;
275 int mflags; 277 int mflags;
276 278
277 if (!spob->other_arch) 279 if (!spob->other_arch)
278 return 0; 280 return 0;
279 281
280 tmp=arch_to_object(spob->other_arch); 282 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 283 if (tmp == NULL)
282 return 0; 284 return 0;
283 285
284 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
290 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
292 297
293 tmp->direction=dir; 298 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 300 SET_ANIMATION (tmp, dir);
296 301
297 set_owner(tmp,op); 302 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
299 304
300 tmp->x=op->x + DIRX(tmp); 305 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 306 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 307 tmp->map = op->map;
303 308
309 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 311 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 312 {
313 tmp->drop_and_destroy ();
307 return 0; 314 return 0;
308 } 315 }
316
317 tmp->map = newmap;
318
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 322 {
323 tmp->drop_and_destroy ();
312 return 0; 324 return 0;
313 } 325 }
326
314 tmp->x=op->x; 327 tmp->x = op->x;
315 tmp->y=op->y; 328 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 329 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 330 tmp->map = op->map;
318 } 331 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 334 move_bolt (tmp);
335
321 return 1; 336 return 1;
322} 337}
323
324
325 338
326/*************************************************************************** 339/***************************************************************************
327 * 340 *
328 * BULLET/BALL CODE 341 * BULLET/BALL CODE
329 * 342 *
330 ***************************************************************************/ 343 ***************************************************************************/
331 344
332/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 347 * At least that is what I think this does.
335 */ 348 */
349void
336void explosion(object *op) { 350explosion (object *op)
337 object *tmp; 351{
338 mapstruct *m=op->map; 352 maptile *m = op->map;
339 int i; 353 int i;
340 354
341 if(--(op->duration)<0) { 355 if (--op->duration < 0)
342 remove_ob(op); 356 {
343 free_object(op); 357 op->destroy ();
344 return; 358 return;
345 } 359 }
360
346 hit_map(op,0,op->attacktype,0); 361 hit_map (op, 0, op->attacktype, 0);
347 362
348 if(op->range>0) { 363 if (op->range > 0)
364 {
349 for(i=1;i<9;i++) { 365 for (i = 1; i < 9; i++)
366 {
350 sint16 dx,dy; 367 sint16 dx, dy;
351 368
352 dx=op->x+freearr_x[i]; 369 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
354 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 373 * out of map, etc.
356 */ 374 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 376 {
359 copy_object(op,tmp); 377 object *tmp = op->clone ();
378
360 tmp->state=0; 379 tmp->state = 0;
361 tmp->speed_left= -0.21; 380 tmp->speed_left = -0.21f;
362 tmp->range--; 381 tmp->range--;
363 tmp->value=0; 382 tmp->value = 0;
364 tmp->x=dx; 383
365 tmp->y=dy; 384 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 385 }
368 } 386 }
369 } 387 }
370} 388}
371
372 389
373/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
375 * explode. 392 * explode.
376 */ 393 */
394static void
377void explode_bullet(object *op) 395explode_bullet (object *op)
378{ 396{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 397 object *tmp, *owner;
381 398
382 if (op->other_arch == NULL) { 399 if (!op->other_arch)
400 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 402 op->destroy ();
385 free_object (op); 403 return;
404 }
405
406 if (op->env)
407 {
408 object *env = op->outer_env ();
409
410 if (!env->map || out_of_map (env->map, env->x, env->y))
411 {
412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
413 op->destroy ();
414 return;
415 }
416
417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
418 }
419 else if (out_of_map (op->map, op->x, op->y))
420 {
421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
422 op->destroy ();
423 return;
424 }
425
426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
427 // NOTE: If this breaks something important: remove this. I can't think of anything
428 // bad at the moment that might happen from this.
429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
430 {
431 op->destroy ();
432 return;
433 }
434
435 if (op->attacktype)
436 {
437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ())
386 return; 440 return;
387 } 441 }
388 442
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
428 445
429 copy_owner (tmp, op); 446 tmp->set_owner (op);
430 tmp->skill = op->skill; 447 tmp->skill = op->skill;
431 448
432 owner = get_owner(op); 449 owner = op->owner;
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 450
451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
434 !tailor_god_spell(tmp, owner)) { 454 && !tailor_god_spell (tmp, owner))
435 remove_ob (op); 455 {
436 free_object (op); 456 op->destroy ();
437 return; 457 return;
438 } 458 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 459
442 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462 {
444 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 464 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 465 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 466 tmp->duration = op->duration;
448 } else { 467 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 468 else
469 {
470 if (op->attacktype & AT_MAGIC)
471 tmp->attacktype |= AT_MAGIC;
472
450 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 477 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 478 * the count of the parent should work fine.
456 */ 479 */
457 tmp->stats.maxhp = op->count; 480 tmp->stats.maxhp = op->count;
458 } 481 }
459 482
460 /* Set direction of cone explosion */ 483 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 484 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
463 486
464 /* Prevent recursion */ 487 /* Prevent recursion */
465 op->move_on = 0; 488 op->move_on = 0;
466 489
467 insert_ob_in_map(tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
468 /* remove the firebullet */ 493 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 495}
474
475
476 496
477/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
479 */ 499 */
480 500void
481void check_bullet(object *op) 501check_bullet (object *op)
482{ 502{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 503 object *tmp;
485 int dam, mflags; 504 int dam, mflags;
486 mapstruct *m; 505 maptile *m;
487 sint16 sx, sy; 506 sint16 sx, sy;
488 507
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 509
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 511 return;
493 512
494 if (op->other_arch) { 513 if (op->other_arch)
514 {
495 /* explode object will also remove op */ 515 /* explode object will also remove op */
496 explode_bullet (op); 516 explode_bullet (op);
497 return; 517 return;
498 } 518 }
499 519
500 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
502 523
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
504 { 525 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 527 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529
509 || (op->stats.dam -= dam) < 0) 530 // TODO: can't understand the following if's
531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 { 532 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 534 {
513 free_object(op); 535 op->destroy ();
514 return; 536 return;
515 } 537 }
516 } 538 }
517 } 539 }
518 } 540 }
519} 541}
520
521 542
522/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 544 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
526 */ 547 */
527 548void
528void move_bullet(object *op) 549move_bullet (object *op)
529{ 550{
530 sint16 new_x, new_y;
531 int mflags;
532 mapstruct *m;
533
534#if 0 551#if 0
535 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
536 553
537 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
540 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
542 return; 560 return;
543 } /* end addition. */ 561 } /* end addition. */
544#endif 562#endif
545 563
546 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
548 if (op->other_arch) { 567 if (op->other_arch)
549 explode_bullet (op); 568 explode_bullet (op);
550 } else { 569 else
551 remove_ob (op); 570 op->destroy ();
552 free_object (op); 571
553 }
554 return; 572 return;
573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
555 } 579 {
556 580 op->destroy ();
557 new_x = op->x + DIRX(op);
558 new_y = op->y + DIRY(op);
559 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
561
562 if (mflags & P_OUT_OF_MAP) {
563 remove_ob (op);
564 free_object (op);
565 return; 581 return;
582 }
583
584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
566 } 589 {
567
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
569 if (op->other_arch) { 590 if (op->other_arch)
570 explode_bullet (op); 591 explode_bullet (op);
571 } else { 592 else
572 remove_ob (op); 593 op->destroy ();
573 free_object (op); 594
574 }
575 return; 595 return;
576 } 596 }
577 597
578 remove_ob (op); 598 if (!(op = pos.insert (op, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 599 return;
583 600
584 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
585 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 604 update_turn_face (op);
587 } else { 605 }
606 else
588 check_bullet (op); 607 check_bullet (op);
589 }
590} 608}
591
592
593
594 609
595/* fire_bullet 610/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 614 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
601 * pointers. 616 * pointers.
602 */ 617 */
603 618int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
605 object *tmp=NULL; 621 object *tmp = NULL;
606 int mflags; 622 int mflags;
607 623
608 if (!spob->other_arch) 624 if (!spob->other_arch)
609 return 0; 625 return 0;
610 626
611 tmp=arch_to_object(spob->other_arch); 627 tmp = spob->other_arch->instance ();
612 if(tmp==NULL) 628 if (!tmp)
613 return 0; 629 return 0;
614 630
615 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
634 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
619 636
620 tmp->range = 50; 637 tmp->range = 50;
621 638
622 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 643
627 tmp->direction=dir; 644 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
630 647
631 set_owner(tmp,op); 648 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
633 650
634 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 653 tmp->map = op->map;
637 654
655 maptile *newmap;
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 658 {
659 tmp->destroy ();
641 return 0; 660 return 0;
642 } 661 }
662
663 tmp->map = newmap;
664
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
666 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 668 {
669 tmp->destroy ();
646 return 0; 670 return 0;
647 } 671 }
672
648 tmp->x=op->x; 673 tmp->x = op->x;
649 tmp->y=op->y; 674 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 675 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 676 tmp->map = op->map;
652 } 677 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 678
679 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 680 check_bullet (tmp);
655 } 681
656 return 1; 682 return 1;
657} 683}
658
659
660
661 684
662/***************************************************************************** 685/*****************************************************************************
663 * 686 *
664 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
665 * 688 *
666 *****************************************************************************/ 689 *****************************************************************************/
667 690
668
669/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
692static void
670void cone_drop(object *op) { 693cone_drop (object *op)
694{
671 object *new_ob = arch_to_object(op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
672 696
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 697 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 698 new_ob->set_owner (op->owner);
677 699
678 /* preserve skill ownership */ 700 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 701 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 702 new_ob->skill = op->skill;
681 } 703
682 insert_ob_in_map(new_ob,op->map,op,0); 704 new_ob->insert_at (op, op);
683
684} 705}
685 706
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 708
709void
688void move_cone(object *op) { 710move_cone (object *op)
689 int i; 711{
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 713 if (!op->map)
714 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 716 op->set_speed (0);
697 update_ob_speed (op); 717 return;
718 }
719
720 /* lava saves it's life, but not yours :) */
721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
722 {
723 hit_map (op, 0, op->attacktype, 0);
724 return;
725 }
726
727#if 0
728 /* Disable this - enabling it makes monsters easier, as
729 * when their cone dies when they die.
730 */
731 /* If no owner left, the spell dies out. */
732 if (op->owner == NULL)
733 {
734 op->destroy ();
735 return;
736 }
737#endif
738
739 hit_map (op, 0, op->attacktype, 0);
740
741 if (!op->is_on_map ())
742 return;
743
744 /* Check to see if we should push anything.
745 * Spell objects with weight push whatever they encounter to some
746 * degree.
747 */
748 if (op->weight)
749 {
750 check_spell_knockback (op);
751
752 if (!op->is_on_map ())
698 return; 753 return;
699 } 754 }
700 755
701 /* lava saves it's life, but not yours :) */ 756 if (op->duration-- < 0)
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 757 {
703 hit_map(op,0,op->attacktype,0); 758 op->destroy ();
704 return; 759 return;
705 } 760 }
706
707#if 0
708 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die.
710 */
711 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) {
713 remove_ob(op);
714 free_object(op);
715 return;
716 }
717#endif
718
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0);
721
722 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some
724 * degree.
725 */
726 if(op->weight) check_spell_knockback(op);
727
728 if (was_destroyed (op, tag))
729 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 }
736 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 762 * any further. When the duration above expires,
738 * then the object will get removed. 763 * then the object will get removed.
739 */ 764 */
740 if (--op->range < 0) { 765 if (--op->range < 0)
766 {
741 op->range=0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
742 return; 768 return;
769 }
770
771 for (int i = -1; i <= 1; i++)
743 } 772 {
773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
744 774
745 for(i= -1;i<2;i++) {
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
747 y=op->y+freearr_y[absdir(op->stats.sp+i)];
748
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 776 {
751 copy_object(op, tmp); 777 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 778
755 tmp->duration = op->duration + 1; 779 tmp->duration = op->duration + 1;
756 780
757 /* Use for spell tracking - see ok_to_put_more() */ 781 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 782 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 783
784 op->map->insert (tmp, x, y, op);
785
760 if (tmp->other_arch) cone_drop(tmp); 786 if (tmp->other_arch)
787 cone_drop (tmp);
761 } 788 }
762 } 789 }
763} 790}
764 791
765/* cast_cone: casts a cone spell. 792/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 795 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 796 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 797 * to fire.
771 * returns 0 on failure, 1 on success. 798 * returns 0 on failure, 1 on success.
772 */ 799 */
800int
773int cast_cone(object *op, object *caster,int dir, object *spell) 801cast_cone (object *op, object *caster, int dir, object *spell)
774{ 802{
775 object *tmp; 803 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 804 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 805 maptile *m;
778 sint16 sx, sy; 806 sint16 sx, sy;
779 MoveType movetype; 807 MoveType movetype;
780 808
781 if (!spell->other_arch) return 0; 809 if (!spell->other_arch)
810 return 0;
782 811
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 812 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 813 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 814 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 815 return 0;
788 } 816 }
789 817
790 if(!dir) { 818 if (!dir)
819 {
791 range_min= 0; 820 range_min = 0;
792 range_max=8; 821 range_max = 8;
793 } 822 }
794 823
795 /* Need to know what the movetype of the object we are about 824 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 825 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 826 * insert it into is blocked.
798 */ 827 */
799 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
800 829
801 for(i=range_min;i<=range_max;i++) { 830 for (i = range_min; i <= range_max; i++)
831 {
802 sint16 x,y, d; 832 sint16 x, y;
803 833
804 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 837 * to hit that person.
808 */ 838 */
809 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
810 while (d < 0) d+=8;
811 while (d > 8) d-=8;
812 840
813 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 845 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 846 * for the rune code.
819 */ 847 */
820 if (caster->type != RUNE && d==0) { 848 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 849 {
824 850 if (dir != 0)
825 x = op->x+freearr_x[d]; 851 d = 8;
826 y = op->y+freearr_y[d]; 852 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 853 continue;
854 }
830 855
856 x = op->x + freearr_x[d];
857 y = op->y + freearr_y[d];
858
859 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
860 continue;
861
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 863 continue;
833 864
834 success=1; 865 success = 1;
835 tmp=arch_to_object(spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 867 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 870 tmp->attacktype = spell->attacktype;
842 871
843 /* holy word stuff */ 872 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 874 if (!tailor_god_spell (tmp, op))
846 } 875 return 0;
847 876
848 if(dir) 877 if (dir)
849 tmp->stats.sp=dir; 878 tmp->stats.sp = dir;
850 else 879 else
851 tmp->stats.sp=i; 880 tmp->stats.sp = i;
852 881
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 882 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 883
855 /* If casting it in all directions, it doesn't go as far */ 884 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 885 if (dir == 0)
886 {
857 tmp->range /= 4; 887 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 888 if (tmp->range < 2 && spell->range >= 2)
889 tmp->range = 2;
859 } 890 }
891
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 892 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 893 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 894
863 /* Special bonus for fear attacks */ 895 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 896 if (tmp->attacktype & AT_FEAR)
897 {
898 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 899 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 900 else
867 tmp->duration += caster->level/3; 901 tmp->duration += caster->level / 3;
868 } 902 }
903
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 904 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
905 {
906 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 907 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 908 else
872 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
873 } 910 }
874 911
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 &spell->other_arch->name);
879 914
880 if (!tmp->move_on && tmp->stats.dam) { 915 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 917
918 m->insert (tmp, sx, sy, op);
919
887 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 921 * a single space too many times.
889 */ 922 */
890 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
891 924
892 if(tmp->other_arch) cone_drop(tmp); 925 if (tmp->other_arch)
926 cone_drop (tmp);
893 } 927 }
928
894 return success; 929 return success;
895} 930}
896 931
897/**************************************************************************** 932/****************************************************************************
898 * 933 *
899 * BOMB related code 934 * BOMB related code
900 * 935 *
901 ****************************************************************************/ 936 ****************************************************************************/
902 937
903
904/* This handles an exploding bomb. 938/* This handles an exploding bomb.
905 * op is the original bomb object. 939 * op is the original bomb object.
906 */ 940 */
941void
907void animate_bomb(object *op) { 942animate_bomb (object *op)
908 int i; 943{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return;
946
947 object *env = op->outer_env ();
948
949 if (op->env)
950 {
951 if (!env->map)
913 return; 952 return;
914 953
915 954 if (!(op = op->insert_at (env, op)))
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count);
924
925 remove_ob(op);
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 955 return;
940 } 956 }
941 957
958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
959 // on a safe map. I don't like this special casing, but it seems to be neccessary
960 // as bombs can be carried.
961 if (op->ms ().flags () & P_SAFE)
962 {
963 op->destroy ();
964 return;
965 }
966
942 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 969 * so just set up the appropriate values.
945 */ 970 */
946 at = find_archetype(SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 972 {
948 for(i=1;i<9;i++) { 973 for (int i = 1; i < 9; i++)
974 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 976 continue;
977
951 tmp = arch_to_object(at); 978 object *tmp = arch_to_object (at);
952 tmp->direction = i; 979 tmp->direction = i;
953 tmp->range = op->range; 980 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 982 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 984 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 985 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 986 tmp->skill = op->skill;
960 } 987
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 989 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 990
964 tmp->y = op->y + freearr_x[i]; 991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 992 move_bullet (tmp);
967 } 993 }
968 } 994 }
969 995
970 explode_bullet(op); 996 explode_bullet (op);
971} 997}
972 998
999int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1000create_bomb (object *op, object *caster, int dir, object *spell)
974 1001{
975 object *tmp; 1002 object *tmp;
976 int mflags; 1003 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1005 maptile *m;
979 1006
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
981 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1016 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1018 return 0;
1019 }
984 } 1020 }
1021
985 tmp=arch_to_object(spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
986 1023
987 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
992 1029
993 set_owner(tmp,op); 1030 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1032
996 tmp->y=dy; 1033 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1034 return 1;
999} 1035}
1000 1036
1001/**************************************************************************** 1037/****************************************************************************
1002 * 1038 *
1003 * smite related spell code. 1039 * smite related spell code.
1011 * dir is the direction to look in. 1047 * dir is the direction to look in.
1012 * range is how far out to look. 1048 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1015 */ 1051 */
1016 1052static object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1053get_pointed_target (object *op, int dir, int range, int type)
1054{
1018 object *target; 1055 object *target;
1019 sint16 x,y; 1056 sint16 x, y;
1020 int dist, mflags; 1057 int dist, mflags;
1021 mapstruct *mp; 1058 maptile *mp;
1022 1059
1023 if (dir==0) return NULL; 1060 if (dir == 0)
1024
1025 for (dist=1; dist<range; dist++) {
1026 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1030
1031 if (mflags & P_OUT_OF_MAP) return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1035
1036 if (mflags & P_IS_ALIVE) {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1039 return target;
1040 }
1041 }
1042 }
1043 }
1044 return NULL; 1061 return NULL;
1045}
1046 1062
1063 for (dist = 1; dist < range; dist++)
1064 {
1065 x = op->x + freearr_x[dir] * dist;
1066 y = op->y + freearr_y[dir] * dist;
1067 mp = op->map;
1068 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1069
1070 if (mflags & P_OUT_OF_MAP)
1071 return NULL;
1072 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1073 return NULL;
1074 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1075 return NULL;
1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1077 return NULL;
1078
1079 if (mflags & P_IS_ALIVE)
1080 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1082 return target;
1083 }
1084
1085 return NULL;
1086}
1047 1087
1048/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1050 * usual params - 1090 * usual params -
1051 * op = player 1091 * op = player
1052 * caster = object casting the spell. 1092 * caster = object casting the spell.
1053 * dir = direction being cast 1093 * dir = direction being cast
1054 * spell = spell object 1094 * spell = spell object
1055 */ 1095 */
1056 1096int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1098{
1058 object *effect, *target; 1099 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1100 object *god = find_god (determine_god (op));
1060 int range; 1101 int range;
1061 1102
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1103 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1104 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1105
1065 /* Bunch of conditions for casting this spell. Note that only 1106 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1107 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1108 * This makes this spell much more general purpose - it can be used
1068 * by wizards also, which is good, because I think this is a very 1109 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1110 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1112 * can't be friendly to your god.
1072 */ 1113 */
1073 1114
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1075 ||(!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1118 || (god && target->title == god->name)
1077 ||(target->race && god && strstr(target->race,god->race))) { 1119 || (god && target->race.contains (god->race)))
1120 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1122 return 0;
1080 } 1123 }
1081 1124
1082 if (spell->other_arch) 1125 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1084 else 1127 else
1085 return 0; 1128 return 0;
1086 1129
1087 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1134 {
1091 if(tailor_god_spell(effect,op)) 1135 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1137 else
1138 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1140 return 0;
1097 } 1141 }
1098 } 1142 }
1099 1143
1100 /* size of the area of destruction */ 1144 /* size of the area of destruction */
1101 effect->range=spell->range + 1145 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1146 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1147
1106 if (effect->attacktype & AT_DEATH) { 1148 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1149 {
1108 SP_level_dam_adjust(caster,spell); 1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1151
1110 /* casting death spells at undead isn't a good thing */ 1152 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1153 if (QUERY_FLAG (target, FLAG_UNDEAD))
1154 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1155 if (random_roll (0, 2, op, PREFER_LOW))
1156 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1158 effect->x = op->x;
1115 effect->y=op->y; 1159 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1160 }
1161 else
1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1164 target->stats.hp = target->stats.maxhp * 2;
1165 effect->destroy ();
1166 return 0;
1123 } 1167 }
1124 } else { 1168 }
1169 }
1170 else
1171 {
1125 /* how much woe to inflict :) */ 1172 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1173 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1174 }
1129 1175
1130 set_owner(effect,op); 1176 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1177 set_spell_skill (op, caster, spell, effect);
1132 1178
1133 /* ok, tell it where to be, and insert! */ 1179 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1180 effect->insert_at (target, op);
1135 effect->y=target->y; 1181
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1182 return 1;
1139} 1183}
1140
1141 1184
1142/**************************************************************************** 1185/****************************************************************************
1143 * 1186 *
1144 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1145 * note that the fire_bullet is used to fire the missile. The 1188 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1189 * code here is just to move the missile.
1147 ****************************************************************************/ 1190 ****************************************************************************/
1148 1191
1149/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1193void
1150void move_missile(object *op) { 1194move_missile (object *op)
1151 int i, mflags; 1195{
1152 object *owner;
1153 sint16 new_x, new_y;
1154 mapstruct *m;
1155
1156 if (op->range-- <=0) { 1196 if (op->range-- <= 0)
1157 remove_ob(op); 1197 {
1158 free_object(op); 1198 op->drop_and_destroy ();
1159 return; 1199 return;
1200 }
1201
1202 mapxy pos (op);
1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1160 } 1206 {
1161 1207 op->destroy ();
1162 owner = get_owner(op);
1163#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive
1166 */
1167 if (owner == NULL) {
1168 remove_ob(op);
1169 free_object(op);
1170 return; 1208 return;
1209 }
1210
1211 mapspace &ms = pos.ms ();
1212
1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1171 } 1214 {
1172#endif
1173
1174 new_x = op->x + DIRX(op);
1175 new_y = op->y + DIRY(op);
1176
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1178
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1181 tag_t tag = op->count;
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1185 */ 1218 */
1186 if ( ! was_destroyed (op, tag)) { 1219 op->destroy ();
1187 remove_ob (op);
1188 free_object(op);
1189 }
1190 return; 1220 return;
1221 }
1222
1223 if (!op->direction)
1191 } 1224 {
1192 1225 op->destroy ();
1193 remove_ob(op);
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1195 free_object(op);
1196 return; 1226 return;
1197 } 1227 }
1198 op->x = new_x; 1228
1199 op->y = new_y; 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1230 if (i > 0 && i != op->direction)
1231 {
1203 op->direction=i; 1232 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1205 } 1234 }
1206 insert_ob_in_map(op,op->map,op,0); 1235
1236 pos.insert (op, op);
1207} 1237}
1208 1238
1209/**************************************************************************** 1239/****************************************************************************
1210 * Destruction 1240 * Destruction
1211 ****************************************************************************/ 1241 ****************************************************************************/
1242
1212/* make_object_glow() - currently only makes living objects glow. 1243/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1217 */ 1248 */
1218 1249static int
1219int make_object_glow(object *op, int radius, int time) { 1250make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1251{
1221
1222 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1254 return 0;
1225 1255
1226 tmp=get_archetype(FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1258 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1231 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII;
1233
1234 tmp->x=op->x;
1235 tmp->y=op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1238 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1240 1265
1241 if(!tmp->env||op!=tmp->env) {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1243 &op->name);
1244 return 0;
1245 }
1246 return 1; 1266 return 1;
1247} 1267}
1248 1268
1249 1269int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1270cast_destruction (object *op, object *caster, object *spell_ob)
1253 int i,j, range, mflags, friendly=0, dam, dur; 1271{
1254 sint16 sx,sy;
1255 mapstruct *m;
1256 object *tmp;
1257 const char *skill;
1258
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1263 1275
1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1277
1264 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route.
1269 */ 1280 */
1270 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1283 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1285 else if (caster->skill)
1286 op->skill = caster->skill;
1287 else
1273 else op->skill = NULL; 1288 op->skill = 0;
1274 1289
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1276 1291
1277 for(i= -range; i<range; i++) { 1292 unordered_mapwalk (op, -range, -range, range, range)
1278 for(j=-range; j<range ; j++) { 1293 {
1279 m = op->map; 1294 mapspace &ms = m->at (nx, ny);
1280 sx = op->x + i; 1295
1281 sy = op->y + j;
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue;
1284 if (mflags & P_IS_ALIVE) { 1296 if (ms.flags () & P_IS_ALIVE)
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1299 {
1300 tmp = tmp->head_ ();
1301
1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1287 } 1304 {
1288 if (tmp) {
1289 if (tmp->head) tmp=tmp->head;
1290
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1306 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1295 if (spell_ob->other_arch) { 1309 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1311 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1313 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 }
1311 } 1316 }
1312 } 1317 }
1313 } 1318 }
1314 }
1315 } 1319 }
1320
1316 op->skill = skill; 1321 op->skill = skill;
1317 return 1; 1322 return 1;
1318} 1323}
1319 1324
1320/*************************************************************************** 1325/***************************************************************************
1321 * 1326 *
1322 * CURSE 1327 * CURSE
1323 * 1328 *
1324 ***************************************************************************/ 1329 ***************************************************************************/
1325 1330int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1331cast_curse (object *op, object *caster, object *spell_ob, int dir)
1332{
1327 object *god = find_god(determine_god(op)); 1333 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1334 object *tmp, *force;
1329 1335
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1336 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1337 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1338 {
1334 "There is no one in that direction to curse."); 1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1340 return 0;
1336 } 1341 }
1337 1342
1343 tmp = tmp->head_ ();
1344
1338 /* If we've already got a force of this type, don't add a new one. */ 1345 /* If we've already got a force of this type, don't add a new one. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1346 for (force = tmp->inv; force; force = force->below)
1347 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1349 {
1341 if (force->name == spell_ob->name) { 1350 if (force->name == spell_ob->name)
1351 {
1342 break; 1352 break;
1343 } 1353 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1354 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1355 {
1346 "You can not cast %s while %s is in effect", 1356 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1357 return 0;
1349 } 1358 }
1350 } 1359 }
1351 } 1360 }
1352 1361
1353 if(force==NULL) { 1362 if (!force)
1363 {
1354 force=get_archetype(FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1356 if (spell_ob->race) 1367 if (spell_ob->race)
1357 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1358 else 1369 else
1359 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1360 1371
1361 force->name_pl = spell_ob->name; 1372 force->name_pl = spell_ob->name;
1362 1373
1363 } else { 1374 }
1375 else
1376 {
1364 int duration; 1377 int duration;
1365 1378
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1379 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1380 if (duration > force->duration)
1381 {
1368 force->duration = duration; 1382 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1383 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1384 }
1370 } else { 1385 else
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1387
1373 return 1; 1388 return 1;
1374 } 1389 }
1390
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1391 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1392 force->speed = 1.f;
1377 force->speed_left = -1.0; 1393 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1379 1395
1380 if(god) { 1396 if (god)
1397 {
1381 if (spell_ob->last_grace) 1398 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1399 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1401 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1402 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1386 "You are a victim of %s's curse!", &god->name); 1403 }
1387 } else 1404 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1406
1390 1407
1391 if(tmp!=op && op->type==PLAYER) 1408 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1409 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1410
1394 force->stats.ac = spell_ob->stats.ac; 1411 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1396 1413
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1415 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1416 tmp->update_stats ();
1417
1400 return 1; 1418 return 1;
1401
1402} 1419}
1403
1404 1420
1405/********************************************************************** 1421/**********************************************************************
1406 * mood change 1422 * mood change
1407 * Arguably, this may or may not be an attack spell. But since it 1423 * Arguably, this may or may not be an attack spell. But since it
1408 * effects monsters, it seems best to put it into this file 1424 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1425 ***********************************************************************/
1410 1426
1411/* This covers the various spells that change the moods of monsters - 1427/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1428 * makes them angry, peacful, friendly, etc.
1413 */ 1429 */
1430int
1414int mood_change(object *op, object *caster, object *spell) { 1431mood_change (object *op, object *caster, object *spell)
1432{
1415 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1417 sint16 x, y, nx, ny;
1418 mapstruct *m;
1419 const char *race; 1435 const char *race;
1420 1436
1421 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1438 * doing it over and over again.
1423 */ 1439 */
1424 god=find_god(determine_god(op)); 1440 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1441 level = casting_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1443
1428 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1446 * won't ever match anything.
1431 */ 1447 */
1432 if (!spell->race) race=NULL; 1448 if (!spell->race)
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1449 race = NULL;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1451 race = god->slaying;
1452 else if (god && spell->race == shstr_GOD_FRIEND)
1453 race = god->race;
1454 else
1435 else race = spell->race; 1455 race = spell->race;
1456
1457 unordered_mapwalk (op, -range, -range, range, range)
1436 1458 {
1459 mapspace &ms = m->at (nx, ny);
1437 1460
1438 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) {
1440
1441 done_one=0;
1442 m = op->map;
1443 nx = x;
1444 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue;
1447
1448 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1462 if (!ms.flags () & P_IS_ALIVE)
1463 continue;
1450 1464
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1465 // players can only affect spaces that they can actually see
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1466 if (caster
1467 && caster->contr
1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1469 continue;
1453 1470
1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1472 if (tmp->flag [FLAG_MONSTER])
1473 break;
1474
1454 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1476 if (!tmp)
1477 continue;
1456 1478
1457 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1480 head = tmp->head_ ();
1459 else head=tmp;
1460 1481
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1483 if (race && head->race && !strstr (race, head->race))
1484 continue;
1485
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1487 continue;
1464 1488
1465 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1490 best_at = -1;
1467 if (spell->attacktype) { 1491 if (spell->attacktype)
1492 {
1468 for (at=0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1496 best_at = at;
1471 1497
1472 if (best_at == -1) at=0; 1498 if (best_at == -1)
1499 at = 0;
1500 else
1501 {
1502 if (head->resist[best_at] == 100)
1503 continue;
1473 else { 1504 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1476 }
1477 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue;
1479 } 1506 }
1507
1508 at -= level / 5;
1509 if (did_make_save (head, head->level, at))
1510 continue;
1511 }
1480 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1513 {
1481 /* 1514 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1518
1486 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1487 1520
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1522 charm a level 125 monster...
1490 1523
1491 Ryo, august 14th 1524 Ryo, august 14th
1492 */ 1525 */
1493 {
1494 if ( head->level > level ) continue; 1526 if (head->level > level)
1527 continue;
1528
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1530 /* Failed, no effect */
1497 continue; 1531 continue;
1498 } 1532 }
1499 1533
1500 /* Done with saving throw. Now start effecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1501 1536
1502 /* aggravation */ 1537 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1539 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1541 remove_friendly_object (head);
1507
1508 done_one = 1; 1542 done_one = 1;
1509 head->enemy = op; 1543 head->enemy = op;
1510 } 1544 }
1511 1545
1512 /* calm monsters */ 1546 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1548 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1550 head->enemy = NULL;
1516 done_one = 1; 1551 done_one = 1;
1517 } 1552 }
1518 1553
1519 /* berserk monsters */ 1554 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1556 {
1521 SET_FLAG(head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1558 done_one = 1;
1523 } 1559 }
1560
1524 /* charm */ 1561 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1563 {
1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1570 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1572 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1535 done_one = 1; 1574 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1576 head->stats.exp = 0;
1538 } 1577 }
1539 1578
1540 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1580 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1582 }
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1583
1549 return 1; 1584 return 1;
1550} 1585}
1551
1552 1586
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1590 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1558 */ 1592 */
1559 1593void
1560void move_ball_spell(object *op) { 1594move_ball_spell (object *op)
1595{
1561 int i,j,dam_save,dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1563 object *owner; 1598 object *owner;
1564 mapstruct *m; 1599 maptile *m;
1565 1600
1566 owner = get_owner(op); 1601 owner = op->owner;
1567 1602
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1603 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1604 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1605 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1606 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1607 * deviations.
1573 */ 1608 */
1574 1609
1575 dir = 0; 1610 dir = 0;
1576 if(!(rndm(0, 3))) 1611 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1612 j = rndm (0, 1);
1578 else j=0; 1613 else
1614 j = 0;
1579 1615
1580 for(i = 1; i < 9; i++) { 1616 for (i = 1; i < 9; i++)
1617 {
1581 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1583 */ 1620 */
1584
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1587 1623
1588 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1626 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1627 {
1592 dir = tmpdir; 1628 dir = tmpdir;
1593 break; 1629 break;
1594 } 1630 }
1595 } 1631 }
1632
1596 if (dir == 0) { 1633 if (dir == 0)
1634 {
1597 nx = op->x; 1635 nx = op->x;
1598 ny = op->y; 1636 ny = op->y;
1599 m = op->map; 1637 m = op->map;
1600 } 1638 }
1601 1639
1602 remove_ob(op); 1640 m->insert (op, nx, ny, op);
1603 op->y=ny; 1641
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1642 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1643 surrounding squares */
1609 1644
1610 /* loop over current square and neighbors to hit. 1645 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1646 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1647 * the surround spaces.
1613 */ 1648 */
1614 for(j=0;j<9;j++) { 1649 for (j = 0; j < 9; j++)
1615 object *new_ob; 1650 {
1616
1617 hx = nx+freearr_x[j]; 1651 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1652 hy = ny + freearr_y[j];
1619 1653
1620 m = op->map; 1654 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1655 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1656
1623 if (mflags & P_OUT_OF_MAP) continue; 1657 if (mflags & P_OUT_OF_MAP)
1658 continue;
1624 1659
1625 /* first, don't ever, ever hit the owner. Don't hit out 1660 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1661 * of the map either.
1627 */ 1662 */
1628 1663
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1665 {
1666 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1667 op->stats.dam = dam_save / 2;
1668
1631 hit_map(op,j,op->attacktype,1); 1669 hit_map (op, j, op->attacktype, 1);
1632
1633 } 1670 }
1634 1671
1635 /* insert the other arch */ 1672 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1637 new_ob = arch_to_object(op->other_arch); 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1675 }
1643 1676
1644 /* restore to the center location and damage*/ 1677 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1646 1679
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1680 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1681
1649 if(i>=0) { /* we have a preferred direction! */ 1682 if (i >= 0)
1683 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1684 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1685 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1686 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1687 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1688
1655 op->direction=i; 1689 op->direction = i;
1656 } 1690 }
1657} 1691}
1658 1692
1659
1660/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1661 * This is an implementation of the swarm spell. It was written for 1694 * This is an implementation of the swarm spell. It was written for
1662 * meteor swarm, but it could be used for any swarm. A swarm spell 1695 * meteor swarm, but it could be used for any swarm. A swarm spell
1663 * is a special type of object that casts swarms of other types 1696 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1697 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1698 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1699 */
1667 1700void
1668void move_swarm_spell(object *op) 1701move_swarm_spell (object *op)
1669{ 1702{
1670 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1671 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1672 sint16 target_x, target_y, origin_x, origin_y;
1673 int basedir, adjustdir;
1674 mapstruct *m;
1675 object *owner;
1676
1677 owner = get_owner(op);
1678 if(op->duration == 0 || owner == NULL) {
1679 remove_ob(op);
1680 free_object(op);
1681 return;
1682 }
1683 op->duration--;
1684
1685 basedir = op->direction;
1686 if(basedir == 0) {
1687 /* spray in all directions! 8) */
1688 basedir = rndm(1, 8);
1689 }
1690
1691#if 0 1703#if 0
1692 // this is bogus: it causes wrong places to be checked below 1704 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1693 // (a wall 2 cells away will block the effect...) and 1705 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1694 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1706 sint16 target_x, target_y, origin_x, origin_y;
1695 // space. 1707 int adjustdir;
1696 // should be fixed later, but correctness before featurs... 1708 maptile *m;
1697 // (schmorp)
1698
1699 /* new offset calculation to make swarm element distribution
1700 * more uniform
1701 */
1702 if(op->duration) {
1703 if(basedir & 1) {
1704 adjustdir = cardinal_adjust[rndm(0, 8)];
1705 } else {
1706 adjustdir = diagonal_adjust[rndm(0, 9)];
1707 }
1708 } else {
1709 adjustdir = 0; /* fire the last one from forward. */
1710 }
1711
1712 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1713 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1714
1715 /* back up one space so we can hit point-blank targets, but this
1716 * necessitates extra out_of_map check below
1717 */
1718 origin_x = target_x - freearr_x[basedir];
1719 origin_y = target_y - freearr_y[basedir];
1720
1721
1722 /* spell pointer is set up for the spell this casts. Since this
1723 * should just be a pointer to the spell in some inventory,
1724 * it is unlikely to disappear by the time we need it. However,
1725 * do some sanity checking anyways.
1726 */
1727
1728 if (op->spell && op->spell->type == SPELL &&
1729 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1730 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1731
1732 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1737 }
1738#endif 1709#endif
1710 object *owner = op->env;
1739 1711
1712 if (!owner) // MUST not happen, remove when true TODO
1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1715 op->destroy ();
1716 return;
1717 }
1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1725 op->duration--;
1726
1727 int basedir = op->direction;
1728 if (!basedir)
1729 {
1730 /* spray in all directions! 8) */
1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1733 }
1734
1735#if 0
1736 // this is bogus: it causes wrong places to be checked below
1737 // (a wall 2 cells away will block the effect...) and
1738 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1739 // space.
1740 // should be fixed later, but correctness before features...
1741 // (schmorp)
1742
1743 /* new offset calculation to make swarm element distribution
1744 * more uniform
1745 */
1746 if (op->duration)
1747 {
1748 if (basedir & 1)
1749 {
1750 adjustdir = cardinal_adjust[rndm (0, 8)];
1751 }
1752 else
1753 {
1754 adjustdir = diagonal_adjust[rndm (0, 9)];
1755 }
1756 }
1757 else
1758 {
1759 adjustdir = 0; /* fire the last one from forward. */
1760 }
1761
1762 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1763 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1764
1765 /* back up one space so we can hit point-blank targets, but this
1766 * necessitates extra out_of_map check below
1767 */
1768 origin_x = target_x - freearr_x[basedir];
1769 origin_y = target_y - freearr_y[basedir];
1770
1771
1740 /* spell pointer is set up for the spell this casts. Since this 1772 /* spell pointer is set up for the spell this casts. Since this
1741 * should just be a pointer to the spell in some inventory, 1773 * should just be a pointer to the spell in some inventory,
1742 * it is unlikely to disappear by the time we need it. However, 1774 * it is unlikely to disappear by the time we need it. However,
1743 * do some sanity checking anyways. 1775 * do some sanity checking anyways.
1744 */ 1776 */
1745 1777
1746 if (op->spell && op->spell->type == SPELL) 1778 if (op->spell && op->spell->type == SPELL &&
1779 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1780 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1747 { 1781 {
1782
1748 /* Bullet spells have a bunch more customization that needs to be done */ 1783 /* Bullet spells have a bunch more customization that needs to be done */
1749 if (op->spell->subtype == SP_BULLET) 1784 if (op->spell->subtype == SP_BULLET)
1750 fire_bullet(owner, op, basedir, op->spell); 1785 fire_bullet (owner, op, basedir, op->spell);
1751 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1786 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1787 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1788 }
1789#endif
1790
1791 /* spell pointer is set up for the spell this casts. Since this
1792 * should just be a pointer to the spell in some inventory,
1793 * it is unlikely to disappear by the time we need it. However,
1794 * do some sanity checking anyways.
1795 */
1796
1797 if (op->spell && op->spell->type == SPELL)
1798 {
1799 /* Bullet spells have a bunch more customization that needs to be done */
1800 if (op->spell->subtype == SP_BULLET)
1801 fire_bullet (owner, op, basedir, op->spell);
1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1752 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1753 } 1804 }
1754} 1805}
1755
1756
1757
1758 1806
1759/* fire_swarm: 1807/* fire_swarm:
1760 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1761 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1762 * the parts of the swarm. 1810 * the parts of the swarm.
1765 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1766 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1767 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1768 * n: the number to be fired. 1816 * n: the number to be fired.
1769 */ 1817 */
1770 1818int
1771int fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1772{ 1820{
1773 object *tmp;
1774 int i;
1775
1776 if (!spell->other_arch) return 0; 1821 if (!spell->other_arch)
1822 return 0;
1777 1823
1778 tmp=get_archetype(SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1779 tmp->x=op->x; 1825
1780 tmp->y=op->y;
1781 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1782 set_spell_skill(op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1783
1784 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1785 tmp->spell = arch_to_object(spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1786
1787 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1788 1830
1789 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1790 if ( ! tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1791 return 1; 1833 return 1;
1792 } 1834
1793 tmp->duration = SP_level_duration_adjust(caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1794 for (i=0; i< spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1795 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1796 1838
1797 tmp->direction=dir;
1798 tmp->invisible=1; 1839 tmp->invisible = 1;
1799 insert_ob_in_map(tmp,op->map,op,0); 1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1841 tmp->direction = dir;
1842 tmp->facing = rndm (1, 8); // initial firing direction
1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1844
1845 op->insert (tmp);
1846
1800 return 1; 1847 return 1;
1801} 1848}
1802
1803 1849
1804/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1805 * function. 1851 * function.
1806 */ 1852 */
1853int
1807int cast_light(object *op,object *caster,object *spell, int dir) { 1854cast_light (object *op, object *caster, object *spell, int dir)
1855{
1808 object *target=NULL,*tmp=NULL; 1856 object *target = NULL, *tmp = NULL;
1809 sint16 x,y; 1857 sint16 x, y;
1810 int dam, mflags; 1858 int dam, mflags;
1811 mapstruct *m; 1859 maptile *m;
1812 1860
1813 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 1862
1815 if(!dir) { 1863 if (dir)
1816 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1817 return 0;
1818 } 1864 {
1819
1820 x=op->x+freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1821 y=op->y+freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1822 m = op->map; 1867 m = op->map;
1823 1868
1824 mflags = get_map_flags(m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1825 1870
1826 if (mflags & P_OUT_OF_MAP) { 1871 if (mflags & P_OUT_OF_MAP)
1872 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1828 return 0; 1874 return 0;
1829 } 1875 }
1830 1876
1831 if (mflags & P_IS_ALIVE && spell->attacktype) { 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1878 {
1832 for(target=get_map_ob(m,x,y);target;target=target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1833 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1881 {
1834 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1883 if (target->head)
1835 if(target->head) target = target->head; 1884 target = target->head;
1885
1836 (void) hit_player(target,dam,op,spell->attacktype,1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1837 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1838 } 1888 }
1839 } 1889 }
1840 1890
1841 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1842 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1893 {
1843 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1844 return 0; 1895 return 0;
1896 }
1845 } 1897 }
1846 1898
1847 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1848 tmp=arch_to_object(spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1849 if(!tmp) { 1901 if (!tmp)
1902 {
1850 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1851 return 0; 1904 return 0;
1852 } 1905 }
1906
1853 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1854 if (tmp->glow_radius) { 1909 if (tmp->glow_radius)
1855 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1910 tmp->set_glow_radius (
1856 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1857 } 1912 );
1858 tmp->x=x; 1913
1859 tmp->y=y; 1914 if (dir)
1860 insert_ob_in_map(tmp,m,op,0); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1861 return 1; 1919 return 1;
1862} 1920}
1863
1864
1865
1866 1921
1867/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1868 * player and infects someone. 1923 * player and infects someone.
1869 * op is the player/monster, caster is the object, dir is the direction 1924 * op is the player/monster, caster is the object, dir is the direction
1870 * to cast, disease_arch is the specific disease, and type is the spell number 1925 * to cast, disease_arch is the specific disease, and type is the spell number
1871 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
1872 */ 1927 */
1873 1928int
1874int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
1930{
1875 sint16 x,y; 1931 sint16 x, y;
1876 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
1877 object *walk; 1933 object *walk;
1878 mapstruct *m; 1934 maptile *m;
1879 1935
1880 x = op->x; 1936 x = op->x;
1881 y = op->y; 1937 y = op->y;
1882 1938
1883 /* If casting from a scroll, no direction will be available, so refer to the 1939 /* If casting from a scroll, no direction will be available, so refer to the
1884 * direction the player is pointing. 1940 * direction the player is pointing.
1885 */ 1941 */
1942 if (!dir)
1886 if (!dir) dir=op->facing; 1943 dir = op->facing;
1944
1945 if (!dir)
1887 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1946 return 0; /* won't find anything if casting on ourself, so just return */
1888 1947
1889 /* Calculate these once here */ 1948 /* Calculate these once here */
1890 range = spell->range + SP_level_range_adjust(caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
1891 dam_mod = SP_level_dam_adjust(caster, spell); 1950 dam_mod = SP_level_dam_adjust (caster, spell);
1892 dur_mod = SP_level_duration_adjust(caster, spell); 1951 dur_mod = SP_level_duration_adjust (caster, spell);
1893 1952
1894 /* search in a line for a victim */ 1953 /* search in a line for a victim */
1895 for(i=1; i<range; i++) { 1954 for (i = 1; i < range; i++)
1955 {
1896 x = op->x + i * freearr_x[dir]; 1956 x = op->x + i * freearr_x[dir];
1897 y = op->y + i * freearr_y[dir]; 1957 y = op->y + i * freearr_y[dir];
1898 m = op->map; 1958 m = op->map;
1899 1959
1900 mflags = get_map_flags(m, &m, x, y, &x, &y); 1960 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1961
1902 if (mflags & P_OUT_OF_MAP) return 0; 1962 if (mflags & P_OUT_OF_MAP)
1963 return 0;
1903 1964
1904 /* don't go through walls - presume diseases are airborne */ 1965 /* don't go through walls - presume diseases are airborne */
1905 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1966 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1967 return 0;
1906 1968
1907 /* Only bother looking on this space if there is something living here */ 1969 /* Only bother looking on this space if there is something living here */
1908 if (mflags & P_IS_ALIVE) { 1970 if (mflags & P_IS_ALIVE)
1971 {
1909 /* search this square for a victim */ 1972 /* search this square for a victim */
1910 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1973 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1911 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1974 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1975 { /* found a victim */
1912 object *disease = arch_to_object(spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
1913 1977
1914 set_owner(disease,op); 1978 disease->set_owner (op);
1915 set_spell_skill(op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
1916 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
1917 disease->level = caster_level(caster, spell); 1981 disease->level = casting_level (caster, spell);
1918 1982
1919 /* do level adjustments */ 1983 /* do level adjustments */
1920 if(disease->stats.wc) 1984 if (disease->stats.wc)
1921 disease->stats.wc += dur_mod/2; 1985 disease->stats.wc += dur_mod / 2;
1922 1986
1923 if(disease->magic> 0) 1987 if (disease->magic > 0)
1924 disease->magic += dur_mod/4; 1988 disease->magic += dur_mod / 8;
1925 1989
1926 if(disease->stats.maxhp>0) 1990 if (disease->stats.maxhp > 0)
1927 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
1928 1992
1929 if(disease->stats.maxgrace>0) 1993 if (disease->stats.maxgrace > 0)
1930 disease->stats.maxgrace += dur_mod; 1994 disease->stats.maxgrace += dur_mod;
1931 1995
1932 if(disease->stats.dam) { 1996 if (disease->stats.dam)
1933 if(disease->stats.dam > 0)
1934 disease->stats.dam += dam_mod;
1935 else disease->stats.dam -= dam_mod;
1936 }
1937
1938 if(disease->last_sp) {
1939 disease->last_sp -= 2*dam_mod;
1940 if(disease->last_sp <1) disease->last_sp = 1;
1941 }
1942
1943 if(disease->stats.maxsp) {
1944 if(disease->stats.maxsp > 0)
1945 disease->stats.maxsp += dam_mod;
1946 else disease->stats.maxsp -= dam_mod;
1947 }
1948 1997 {
1949 if(disease->stats.ac) 1998 if (disease->stats.dam > 0)
1950 disease->stats.ac += dam_mod; 1999 disease->stats.dam += dam_mod;
1951 2000 else
1952 if(disease->last_eat)
1953 disease->last_eat -= dam_mod;
1954
1955 if(disease->stats.hp)
1956 disease->stats.hp -= dam_mod; 2001 disease->stats.dam -= dam_mod;
1957
1958 if(disease->stats.sp)
1959 disease->stats.sp -= dam_mod;
1960
1961 if(infect_object(walk,disease,1)) {
1962 object *flash; /* visual effect for inflicting disease */
1963
1964 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1965
1966 free_object(disease); /* don't need this one anymore */
1967 flash=get_archetype(ARCH_DETECT_MAGIC);
1968 flash->x = x;
1969 flash->y = y;
1970 flash->map = walk->map;
1971 insert_ob_in_map(flash,walk->map,op,0);
1972 return 1;
1973 } 2002 }
1974 free_object(disease); 2003
2004 if (disease->last_sp)
2005 {
2006 disease->last_sp -= 2 * dam_mod;
2007 if (disease->last_sp < 1)
2008 disease->last_sp = 1;
1975 } 2009 }
2010
2011 if (disease->stats.maxsp)
2012 {
2013 if (disease->stats.maxsp > 0)
2014 disease->stats.maxsp += dam_mod;
2015 else
2016 disease->stats.maxsp -= dam_mod;
2017 }
2018
2019 if (disease->stats.ac)
2020 disease->stats.ac += dam_mod;
2021
2022 if (disease->last_eat)
2023 disease->last_eat -= dam_mod;
2024
2025 if (disease->stats.hp)
2026 disease->stats.hp -= dam_mod;
2027
2028 if (disease->stats.sp)
2029 disease->stats.sp -= dam_mod;
2030
2031 if (infect_object (walk, disease, 1))
2032 {
2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2034
2035 disease->destroy (); /* don't need this one anymore */
2036 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2037 return 1;
2038 }
2039
2040 disease->destroy ();
2041 }
1976 } /* if living creature */ 2042 } /* if living creature */
1977 } /* for range of spaces */ 2043 } /* for range of spaces */
2044
1978 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1979 return 1; 2046 return 1;
1980} 2047}

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