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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.43 by root, Thu Jul 5 08:10:30 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your 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 GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* 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) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 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 */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * 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 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 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) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 144
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 155 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
160} 158}
161 159
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
164 */ 162 */
165 163
164void
166void move_bolt(object *op) { 165move_bolt (object *op)
167 object *tmp; 166{
168 int mflags; 167 int mflags;
169 sint16 x, y; 168 sint16 x, y;
170 mapstruct *m; 169 maptile *m;
171 170
172 if(--(op->duration)<0) { 171 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 172 {
173 op->destroy ();
174 return;
175 }
176
177 hit_map(op,0,op->attacktype,1); 177 hit_map (op, 0, op->attacktype, 1);
178 178
179 if(!op->direction) 179 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 180 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 181
250 /* New forking code. Possibly create forks of this object 182 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 183 op->range = 0;
261 } /* copy object and move it along */ 184 else
262 } /* if move bolt along */ 185 {
186 x = op->x + DIRX (op);
187 y = op->y + DIRY (op);
188 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y);
190
191 if (mflags & P_OUT_OF_MAP)
192 return;
193
194 /* We are about to run into something - we may bounce */
195 /* Calling reflwall is pretty costly, as it has to look at all the objects
196 * on the space. So only call reflwall if we think the data it returns
197 * will be useful.
198 */
199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
200 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
202 return;
203
204 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling
207 * on the diagonal, it is trickier - eg, a bolt travelling
208 * northwest bounces different if it hits a north/south
209 * wall (bounces to northeast) vs an east/west (bounces
210 * to the southwest.
211 */
212 if (op->direction & 1)
213 op->direction = absdir (op->direction + 4);
214 else
215 {
216 int left, right;
217 int mflags;
218
219 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
220 * over a corner in a tiled map, it is possible that
221 * op->direction is within an adjacent map but either
222 * op->direction-1 or op->direction+1 does not exist.
223 */
224 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
226
227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228
229 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
232
233 if (left == right)
234 op->direction = absdir (op->direction + 4);
235 else if (left)
236 op->direction = absdir (op->direction + 2);
237 else if (right)
238 op->direction = absdir (op->direction - 2);
239 }
240
241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
242 return;
243 }
244 else
245 { /* Create a copy of this object and put it ahead */
246 object *tmp = op->clone ();
247
248 m->insert (tmp, x, y, op);
249 tmp->speed_left = -0.1f;
250 /* To make up for the decrease at the top of the function */
251 tmp->duration++;
252
253 /* New forking code. Possibly create forks of this object
254 * going off in other directions.
255 */
256 if (rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260
261 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward.
263 */
264 op->range = 0;
265 } /* copy object and move it along */
266 } /* if move bolt along */
263} 267}
264 268
265/* fire_bolt 269/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 270 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 271 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 273 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
271 * pointers. 275 * pointers.
272 */ 276 */
273 277int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
279{
275 object *tmp=NULL; 280 object *tmp = NULL;
276 int mflags; 281 int mflags;
277 282
278 if (!spob->other_arch) 283 if (!spob->other_arch)
279 return 0; 284 return 0;
280 285
281 tmp=arch_to_object(spob->other_arch); 286 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 287 if (tmp == NULL)
283 return 0; 288 return 0;
284 289
285 /* peterm: level dependency for bolts */ 290 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 292 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 293 if (spob->slaying)
294 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 295 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 297 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 298 tmp->stats.Con = spob->stats.Con;
293 299
294 tmp->direction=dir; 300 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 302 SET_ANIMATION (tmp, dir);
297 303
298 set_owner(tmp,op); 304 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
300 306
301 tmp->x=op->x + DIRX(tmp); 307 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 308 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 309 tmp->map = op->map;
304 310
311 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 313 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 314 {
315 tmp->destroy ();
316 return 0;
317 }
318
319 tmp->map = newmap;
320
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 324 {
325 tmp->destroy ();
313 return 0; 326 return 0;
314 } 327 }
315 tmp->x=op->x; 328
316 tmp->y=op->y; 329 tmp->x = op->x;
330 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 332 tmp->map = op->map;
319 } 333 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 336 move_bolt (tmp);
337
322 return 1; 338 return 1;
323} 339}
324
325
326 340
327/*************************************************************************** 341/***************************************************************************
328 * 342 *
329 * BULLET/BALL CODE 343 * BULLET/BALL CODE
330 * 344 *
332 346
333/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 348 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 349 * At least that is what I think this does.
336 */ 350 */
351void
337void explosion(object *op) { 352explosion (object *op)
338 object *tmp; 353{
339 mapstruct *m=op->map; 354 maptile *m = op->map;
340 int i; 355 int i;
341 356
342 if(--(op->duration)<0) { 357 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 358 {
359 op->destroy ();
360 return;
361 }
362
347 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
348 364
349 if(op->range>0) { 365 if (op->range > 0)
350 for(i=1;i<9;i++) { 366 {
367 for (i = 1; i < 9; i++)
368 {
351 sint16 dx,dy; 369 sint16 dx, dy;
352 370
353 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
355 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 375 * out of map, etc.
357 */ 376 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 378 {
360 copy_object(op,tmp); 379 object *tmp = op->clone ();
361 tmp->state=0; 380
362 tmp->speed_left= -0.21; 381 tmp->state = 0;
363 tmp->range--; 382 tmp->speed_left = -0.21f;
364 tmp->value=0; 383 tmp->range--;
365 tmp->x=dx; 384 tmp->value = 0;
366 tmp->y=dy; 385
367 insert_ob_in_map(tmp,m,op,0); 386 m->insert (tmp, dx, dy, op);
387 }
388 }
368 } 389 }
369 }
370 }
371} 390}
372
373 391
374/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
376 * explode. 394 * explode.
377 */ 395 */
396void
378void explode_bullet(object *op) 397explode_bullet (object *op)
379{ 398{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 399 object *tmp, *owner;
382 400
383 if (op->other_arch == NULL) { 401 if (op->other_arch == NULL)
402 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 404 op->destroy ();
386 free_object (op); 405 return;
387 return;
388 } 406 }
389 407
390 if (op->env) { 408 if (op->env)
391 object *env; 409 {
392
393 env = object_get_env_recursive(op); 410 object *env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
412 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 414 op->destroy ();
397 free_object (op);
398 return; 415 return;
399 } 416 }
400 remove_ob (op); 417
401 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 419 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 420 else if (out_of_map (op->map, op->x, op->y))
421 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 423 op->destroy ();
407 free_object (op); 424 return;
408 return; 425 }
426
427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
428 // NOTE: If this breaks something important: remove this. I can't think of anything
429 // bad at the moment that might happen from this.
430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 431 {
432 op->destroy ();
433 return;
434 }
410 435
411 if (op->attacktype) { 436 if (op->attacktype)
437 {
412 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 439 if (op->destroyed ())
414 return; 440 return;
415 } 441 }
416 442
417 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
419 445
420 copy_owner (tmp, op); 446 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 448
424 owner = get_owner(op); 449 owner = op->owner;
450
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
426 !tailor_god_spell(tmp, owner)) {
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 452 {
431 tmp->x = op->x; 453 op->destroy ();
432 tmp->y = op->y; 454 return;
455 }
433 456
434 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
459 {
436 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 461 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 462 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 463 tmp->duration = op->duration;
440 } else { 464 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 465 else
466 {
467 if (op->attacktype & AT_MAGIC)
468 tmp->attacktype |= AT_MAGIC;
469
442 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
446 /* Used for spell tracking - just need a unique val for this spell - 474 /* Used for spell tracking - just need a unique val for this spell -
447 * the count of the parent should work fine. 475 * the count of the parent should work fine.
448 */ 476 */
449 tmp->stats.maxhp = op->count; 477 tmp->stats.maxhp = op->count;
450 } 478 }
451 479
452 /* Set direction of cone explosion */ 480 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 481 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
455 483
456 /* Prevent recursion */ 484 /* Prevent recursion */
457 op->move_on = 0; 485 op->move_on = 0;
458 486
459 insert_ob_in_map(tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
460 /* remove the firebullet */ 488 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 489 op->destroy ();
462 remove_ob (op);
463 free_object (op);
464 }
465} 490}
466
467
468 491
469/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
470 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
471 */ 494 */
472 495void
473void check_bullet(object *op) 496check_bullet (object *op)
474{ 497{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 498 object *tmp;
477 int dam, mflags; 499 int dam, mflags;
478 mapstruct *m; 500 maptile *m;
479 sint16 sx, sy; 501 sint16 sx, sy;
480 502
481 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
482 504
483 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
484 return; 506 return;
485 507
486 if (op->other_arch) { 508 if (op->other_arch)
509 {
487 /* explode object will also remove op */ 510 /* explode object will also remove op */
488 explode_bullet (op); 511 explode_bullet (op);
489 return; 512 return;
490 } 513 }
491 514
492 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
493 if (!(mflags & P_IS_ALIVE)) return; 516 if (!(mflags & P_IS_ALIVE))
517 return;
494 518
495 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
496 { 520 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 522 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 525 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 526 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 527 {
505 free_object(op); 528 op->destroy ();
506 return; 529 return;
507 } 530 }
508 } 531 }
509 } 532 }
510 } 533 }
511} 534}
512
513 535
514/* Basically, we move 'op' one square, and if it hits something, 536/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 537 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 538 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 539 * fired arches (eg, bolts).
518 */ 540 */
519 541void
520void move_bullet(object *op) 542move_bullet (object *op)
521{ 543{
522 sint16 new_x, new_y; 544 sint16 new_x, new_y;
523 int mflags; 545 int mflags;
524 mapstruct *m; 546 maptile *m;
525 547
526#if 0 548#if 0
527 /* We need a better general purpose way to do this */ 549 /* We need a better general purpose way to do this */
528 550
529 /* peterm: added to make comet leave a trail of burnouts 551 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 552 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 553 if (op->stats.sp == SP_METEOR)
554 {
532 replace_insert_ob_in_map("fire_trail",op); 555 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 556 if (op->destroyed ())
534 return; 557 return;
535 } /* end addition. */ 558 } /* end addition. */
536#endif 559#endif
537 560
538 /* Reached the end of its life - remove it */ 561 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 562 if (--op->range <= 0)
563 {
540 if (op->other_arch) { 564 if (op->other_arch)
541 explode_bullet (op); 565 explode_bullet (op);
542 } else { 566 else
543 remove_ob (op); 567 op->destroy ();
544 free_object (op); 568
545 }
546 return; 569 return;
547 } 570 }
548 571
549 new_x = op->x + DIRX(op); 572 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 573 new_y = op->y + DIRY (op);
551 m = op->map; 574 m = op->map;
552 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 575 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
553 576
554 if (mflags & P_OUT_OF_MAP) { 577 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 578 {
556 free_object (op); 579 op->destroy ();
557 return; 580 return;
558 } 581 }
559 582
560 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 583 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
584 {
561 if (op->other_arch) { 585 if (op->other_arch)
562 explode_bullet (op); 586 explode_bullet (op);
563 } else { 587 else
564 remove_ob (op); 588 op->destroy ();
565 free_object (op); 589
566 }
567 return; 590 return;
568 } 591 }
569 592
570 remove_ob (op); 593 if (!(op = m->insert (op, new_x, new_y, op)))
571 op->x = new_x;
572 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
574 return; 594 return;
575 595
576 if (reflwall (op->map, op->x, op->y, op)) { 596 if (reflwall (op->map, op->x, op->y, op))
597 {
577 op->direction = absdir (op->direction + 4); 598 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 599 update_turn_face (op);
579 } else { 600 }
601 else
580 check_bullet (op); 602 check_bullet (op);
581 }
582} 603}
583
584
585
586 604
587/* fire_bullet 605/* fire_bullet
588 * object op (cast from caster) files a bolt in dir. 606 * object op (cast from caster) files a bolt in dir.
589 * spob is the spell object for the bolt. 607 * spob is the spell object for the bolt.
590 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
591 * spob->attacktype. 609 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
593 * pointers. 611 * pointers.
594 */ 612 */
595 613int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 614fire_bullet (object *op, object *caster, int dir, object *spob)
615{
597 object *tmp=NULL; 616 object *tmp = NULL;
598 int mflags; 617 int mflags;
599 618
600 if (!spob->other_arch) 619 if (!spob->other_arch)
601 return 0; 620 return 0;
602 621
603 tmp=arch_to_object(spob->other_arch); 622 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 623 if (tmp == NULL)
605 return 0; 624 return 0;
606 625
607 /* peterm: level dependency for bolts */ 626 /* peterm: level dependency for bolts */
608 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 627 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
609 tmp->attacktype = spob->attacktype; 628 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 629 if (spob->slaying)
630 tmp->slaying = spob->slaying;
611 631
612 tmp->range = 50; 632 tmp->range = 50;
613 633
614 /* Need to store duration/range for the ball to use */ 634 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 635 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 636 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 637 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
618 638
619 tmp->direction=dir; 639 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 640 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 641 SET_ANIMATION (tmp, dir);
622 642
623 set_owner(tmp,op); 643 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 644 set_spell_skill (op, caster, spob, tmp);
625 645
626 tmp->x=op->x + freearr_x[dir]; 646 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 647 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 648 tmp->map = op->map;
629 649
650 maptile *newmap;
630 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
631 if (mflags & P_OUT_OF_MAP) { 652 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 653 {
654 tmp->destroy ();
655 return 0;
656 }
657
658 tmp->map = newmap;
659
635 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 660 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
661 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 663 {
664 tmp->destroy ();
638 return 0; 665 return 0;
639 } 666 }
640 tmp->x=op->x; 667
641 tmp->y=op->y; 668 tmp->x = op->x;
669 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 670 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 671 tmp->map = op->map;
644 } 672 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 673
674 if ((tmp = tmp->insert_at (tmp, op)))
646 check_bullet (tmp); 675 check_bullet (tmp);
647 } 676
648 return 1; 677 return 1;
649} 678}
650
651
652
653 679
654/***************************************************************************** 680/*****************************************************************************
655 * 681 *
656 * CONE RELATED FUNCTIONS 682 * CONE RELATED FUNCTIONS
657 * 683 *
658 *****************************************************************************/ 684 *****************************************************************************/
659 685
660
661/* drops an object based on what is in the cone's "other_arch" */ 686/* drops an object based on what is in the cone's "other_arch" */
687void
662void cone_drop(object *op) { 688cone_drop (object *op)
689{
663 object *new_ob = arch_to_object(op->other_arch); 690 object *new_ob = arch_to_object (op->other_arch);
664 691
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level; 692 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 693 new_ob->set_owner (op->owner);
669 694
670 /* preserve skill ownership */ 695 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 696 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill); 697 new_ob->skill = op->skill;
673 new_ob->skill = add_refcount(op->skill); 698
674 } 699 new_ob->insert_at (op, op);
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677} 700}
678 701
679/* move_cone: causes cone object 'op' to move a space/hit creatures */ 702/* move_cone: causes cone object 'op' to move a space/hit creatures */
680 703
704void
681void move_cone(object *op) { 705move_cone (object *op)
706{
682 int i; 707 int i;
683 tag_t tag;
684 708
685 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
686 if (! op->map) { 710 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 } 711 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0);
714 return;
715 }
693 716
694 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
719 {
696 hit_map(op,0,op->attacktype,0); 720 hit_map (op, 0, op->attacktype, 0);
697 return; 721 return;
698 } 722 }
699 723
700#if 0 724#if 0
701 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 726 * when their cone dies when they die.
703 */ 727 */
704 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 729 if (op->owner == NULL)
706 remove_ob(op); 730 {
707 free_object(op); 731 op->destroy ();
708 return; 732 return;
709 } 733 }
710#endif 734#endif
711 735
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 736 hit_map (op, 0, op->attacktype, 0);
714 737
715 /* Check to see if we should push anything. 738 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 739 * Spell objects with weight push whatever they encounter to some
717 * degree. 740 * degree.
718 */ 741 */
742 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 743 check_spell_knockback (op);
720 744
721 if (was_destroyed (op, tag)) 745 if (op->destroyed ())
746 return;
747
748 if ((op->duration--) < 0)
749 {
750 op->destroy ();
722 return; 751 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 752 }
729 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 754 * any further. When the duration above expires,
731 * then the object will get removed. 755 * then the object will get removed.
732 */ 756 */
733 if (--op->range < 0) { 757 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 758 {
759 op->range = 0; /* just so it doesn't wrap */
760 return;
761 }
737 762
738 for(i= -1;i<2;i++) { 763 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 764 {
740 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
741 766
742 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
743 object *tmp=get_object(); 768 {
744 copy_object(op, tmp); 769 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 770
748 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
749 772
750 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 775
753 if (tmp->other_arch) cone_drop(tmp); 776 op->map->insert (tmp, x, y, op);
754 } 777
778 if (tmp->other_arch)
779 cone_drop (tmp);
780 }
755 } 781 }
756} 782}
757 783
758/* cast_cone: casts a cone spell. 784/* cast_cone: casts a cone spell.
759 * op: person firing the object. 785 * op: person firing the object.
761 * dir: direction to fire in. 787 * dir: direction to fire in.
762 * spell: spell that is being fired. It uses other_arch for the archetype 788 * spell: spell that is being fired. It uses other_arch for the archetype
763 * to fire. 789 * to fire.
764 * returns 0 on failure, 1 on success. 790 * returns 0 on failure, 1 on success.
765 */ 791 */
792int
766int cast_cone(object *op, object *caster,int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
767{ 794{
768 object *tmp; 795 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 796 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 797 maptile *m;
771 sint16 sx, sy; 798 sint16 sx, sy;
772 MoveType movetype; 799 MoveType movetype;
773 800
774 if (!spell->other_arch) return 0; 801 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 802 return 0;
803
804 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 805 {
806 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
807 return 0;
808 }
782 809
783 if(!dir) { 810 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 811 {
812 range_min = 0;
813 range_max = 8;
814 }
787 815
788 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
789 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
790 * insert it into is blocked. 818 * insert it into is blocked.
791 */ 819 */
792 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
793 821
794 for(i=range_min;i<=range_max;i++) { 822 for (i = range_min; i <= range_max; i++)
823 {
795 sint16 x,y, d; 824 sint16 x, y, d;
796 825
797 /* We can't use absdir here, because it never returns 826 /* We can't use absdir here, because it never returns
798 * 0. If this is a rune, we want to hit the person on top 827 * 0. If this is a rune, we want to hit the person on top
799 * of the trap (d==0). If it is not a rune, then we don't want 828 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 829 * to hit that person.
801 */ 830 */
802 d = dir + i; 831 d = dir + i;
803 while (d < 0) d+=8; 832 while (d < 0)
804 while (d > 8) d-=8; 833 d += 8;
834 while (d > 8)
835 d -= 8;
805 836
806 /* If it's not a rune, we don't want to blast the caster. 837 /* If it's not a rune, we don't want to blast the caster.
807 * In that case, we have to see - if dir is specified, 838 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 839 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 840 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 841 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 842 * for the rune code.
812 */ 843 */
813 if (caster->type != RUNE && d==0) { 844 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 845 {
815 else continue; 846 if (dir != 0)
816 } 847 d = 8;
848 else
849 continue;
850 }
817 851
818 x = op->x+freearr_x[d]; 852 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 853 y = op->y + freearr_y[d];
820 854
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 855 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 856 continue;
823 857
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 859 continue;
826 860
827 success=1; 861 success = 1;
828 tmp=arch_to_object(spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 863 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 865 tmp->level = caster_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 866 tmp->attacktype = spell->attacktype;
835 867
836 /* holy word stuff */ 868 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 870 if (!tailor_god_spell (tmp, op))
839 } 871 return 0;
840 872
841 if(dir) 873 if (dir)
842 tmp->stats.sp=dir; 874 tmp->stats.sp = dir;
843 else 875 else
844 tmp->stats.sp=i; 876 tmp->stats.sp = i;
845 877
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 878 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 879
848 /* If casting it in all directions, it doesn't go as far */ 880 /* If casting it in all directions, it doesn't go as far */
849 if (dir == 0) { 881 if (dir == 0)
882 {
850 tmp->range /= 4; 883 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 884 if (tmp->range < 2 && spell->range >= 2)
852 } 885 tmp->range = 2;
886 }
887
853 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 888 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 889 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 890
856 /* Special bonus for fear attacks */ 891 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 892 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 893 {
859 else 894 if (caster->type == PLAYER)
895 tmp->duration += fear_bonus[caster->stats.Cha];
896 else
860 tmp->duration += caster->level/3; 897 tmp->duration += caster->level / 3;
861 } 898 }
899
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 900 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 901 {
864 else 902 if (caster->type == PLAYER)
903 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
904 else
865 tmp->duration += caster->level/3; 905 tmp->duration += caster->level / 3;
866 } 906 }
867 907
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
870 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
871 spell->other_arch->name);
872 910
873 if (!tmp->move_on && tmp->stats.dam) { 911 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
875 "cast_cone(): arch %s doesn't have move_on set\n",
876 spell->other_arch->name);
877 }
878 insert_ob_in_map(tmp,m,op,0);
879 913
914 m->insert (tmp, sx, sy, op);
915
880 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
881 * a single space too many times. 917 * a single space too many times.
882 */ 918 */
883 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
884 920
885 if(tmp->other_arch) cone_drop(tmp); 921 if (tmp->other_arch)
922 cone_drop (tmp);
886 } 923 }
924
887 return success; 925 return success;
888} 926}
889 927
890/**************************************************************************** 928/****************************************************************************
891 * 929 *
892 * BOMB related code 930 * BOMB related code
893 * 931 *
894 ****************************************************************************/ 932 ****************************************************************************/
895 933
896
897/* This handles an exploding bomb. 934/* This handles an exploding bomb.
898 * op is the original bomb object. 935 * op is the original bomb object.
899 */ 936 */
937void
900void animate_bomb(object *op) { 938animate_bomb (object *op)
939{
901 int i; 940 int i;
902 object *env, *tmp; 941 object *env, *tmp;
903 archetype *at;
904 942
905 if(op->state!=NUM_ANIMATIONS(op)-1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 944 return;
907 945
908 env = object_get_env_recursive(op); 946 env = object_get_env_recursive (op);
909 947
910 if (op->env) { 948 if (op->env)
949 {
911 if (env->map == NULL) 950 if (env->map == NULL)
912 return; 951 return;
913 952
914 if (env->type == PLAYER) 953 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
916 955
917 remove_ob(op); 956 if (!(op = op->insert_at (env, op)))
918 op->x = env->x; 957 return;
919 op->y = env->y; 958 }
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 959
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961 // on a safe map. I don't like this special casing, but it seems to be neccessary
962 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
964 {
965 op->destroy ();
921 return; 966 return;
922 } 967 }
923 968
924 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 971 * so just set up the appropriate values.
927 */ 972 */
928 at = find_archetype(SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
929 if (at) { 974 {
930 for(i=1;i<9;i++) { 975 for (i = 1; i < 9; i++)
976 {
931 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
932 continue; 978 continue;
979
933 tmp = arch_to_object(at); 980 tmp = arch_to_object (at);
934 tmp->direction = i; 981 tmp->direction = i;
935 tmp->range = op->range; 982 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 984 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 986 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 987 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 988 tmp->skill = op->skill;
942 tmp->skill = add_refcount(op->skill); 989
990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
991 SET_ANIMATION (tmp, i);
992
993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
994 move_bullet (tmp);
995 }
943 } 996 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i);
946 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0);
949 move_bullet(tmp);
950 }
951 }
952 997
953 explode_bullet(op); 998 explode_bullet (op);
954} 999}
955 1000
1001int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1002create_bomb (object *op, object *caster, int dir, object *spell)
1003{
957 1004
958 object *tmp; 1005 object *tmp;
959 int mflags; 1006 int mflags;
960 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
961 mapstruct *m; 1008 maptile *m;
962 1009
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 {
965 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
966 return 0; 1014 return 0;
967 } 1015 }
968 tmp=arch_to_object(spell->other_arch); 1016 tmp = arch_to_object (spell->other_arch);
969 1017
970 /* level dependencies for bomb */ 1018 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
975 1023
976 set_owner(tmp,op); 1024 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1026
979 tmp->y=dy; 1027 m->insert (tmp, dx, dy, op);
980 insert_ob_in_map(tmp,m,op,0);
981 return 1; 1028 return 1;
982} 1029}
983 1030
984/**************************************************************************** 1031/****************************************************************************
985 * 1032 *
986 * smite related spell code. 1033 * smite related spell code.
994 * dir is the direction to look in. 1041 * dir is the direction to look in.
995 * range is how far out to look. 1042 * range is how far out to look.
996 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
997 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
998 */ 1045 */
999 1046object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1047get_pointed_target (object *op, int dir, int range, int type)
1048{
1001 object *target; 1049 object *target;
1002 sint16 x,y; 1050 sint16 x, y;
1003 int dist, mflags; 1051 int dist, mflags;
1004 mapstruct *mp; 1052 maptile *mp;
1005 1053
1006 if (dir==0) return NULL; 1054 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1055 return NULL;
1028}
1029 1056
1057 for (dist = 1; dist < range; dist++)
1058 {
1059 x = op->x + freearr_x[dir] * dist;
1060 y = op->y + freearr_y[dir] * dist;
1061 mp = op->map;
1062 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1063
1064 if (mflags & P_OUT_OF_MAP)
1065 return NULL;
1066 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1067 return NULL;
1068 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1069 return NULL;
1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1071 return NULL;
1072
1073 if (mflags & P_IS_ALIVE)
1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1076 return target;
1077 }
1078
1079 return NULL;
1080}
1030 1081
1031/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1033 * usual params - 1084 * usual params -
1034 * op = player 1085 * op = player
1035 * caster = object casting the spell. 1086 * caster = object casting the spell.
1036 * dir = direction being cast 1087 * dir = direction being cast
1037 * spell = spell object 1088 * spell = spell object
1038 */ 1089 */
1039 1090
1091int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{
1041 object *effect, *target; 1094 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1095 object *god = find_god (determine_god (op));
1043 int range; 1096 int range;
1044 1097
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1098 range = spell->range + SP_level_range_adjust (caster, spell);
1046 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1099 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1047 1100
1048 /* Bunch of conditions for casting this spell. Note that only 1101 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1102 * require a god if this is a cleric spell (requires grace).
1050 * This makes this spell much more general purpose - it can be used 1103 * This makes this spell much more general purpose - it can be used
1051 * by wizards also, which is good, because I think this is a very 1104 * by wizards also, which is good, because I think this is a very
1052 * interesting spell. 1105 * interesting spell.
1053 * if it is a cleric spell, you need a god, and the creature 1106 * if it is a cleric spell, you need a god, and the creature
1054 * can't be friendly to your god. 1107 * can't be friendly to your god.
1055 */ 1108 */
1056 1109
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1111 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1112 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1113 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1115 return 0;
1063 } 1116 }
1064 1117
1065 if (spell->other_arch) 1118 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1067 else 1120 else
1068 return 0; 1121 return 0;
1069 1122
1070 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1124 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 {
1074 if(tailor_god_spell(effect,op)) 1128 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1130 else
1131 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1133 return 0;
1080 } 1134 }
1081 } 1135 }
1082 1136
1083 /* size of the area of destruction */ 1137 /* size of the area of destruction */
1084 effect->range=spell->range + 1138 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1139 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1140
1089 if (effect->attacktype & AT_DEATH) { 1141 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1142 {
1091 SP_level_dam_adjust(caster,spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1144
1093 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1147 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1148 if (random_roll (0, 2, op, PREFER_LOW))
1149 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1151 effect->x = op->x;
1098 effect->y=op->y; 1152 effect->y = op->y;
1099 } else { 1153 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1154 else
1101 query_name(target)); 1155 {
1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1157 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1158 effect->destroy ();
1104 return 0; 1159 return 0;
1160 }
1161 }
1105 } 1162 }
1106 } 1163 else
1107 } else { 1164 {
1108 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1166 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1167 }
1112 1168
1113 set_owner(effect,op); 1169 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1115 1171
1116 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1173 effect->insert_at (target, op);
1118 effect->y=target->y; 1174
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1; 1175 return 1;
1122} 1176}
1123 1177
1124 1178
1125/**************************************************************************** 1179/****************************************************************************
1126 * 1180 *
1128 * note that the fire_bullet is used to fire the missile. The 1182 * note that the fire_bullet is used to fire the missile. The
1129 * code here is just to move the missile. 1183 * code here is just to move the missile.
1130 ****************************************************************************/ 1184 ****************************************************************************/
1131 1185
1132/* op is a missile that needs to be moved */ 1186/* op is a missile that needs to be moved */
1187void
1133void move_missile(object *op) { 1188move_missile (object *op)
1189{
1134 int i, mflags; 1190 int i, mflags;
1135 object *owner; 1191 object *owner;
1136 sint16 new_x, new_y; 1192 sint16 new_x, new_y;
1137 mapstruct *m; 1193 maptile *m;
1138 1194
1139 if (op->range-- <=0) { 1195 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1196 {
1197 op->destroy ();
1198 return;
1199 }
1144 1200
1145 owner = get_owner(op); 1201 owner = op->owner;
1146#if 0 1202#if 0
1147 /* It'd make things nastier if this wasn't here - spells cast by 1203 /* It'd make things nastier if this wasn't here - spells cast by
1148 * monster that are then killed would continue to survive 1204 * monster that are then killed would continue to survive
1149 */ 1205 */
1150 if (owner == NULL) { 1206 if (owner == NULL)
1151 remove_ob(op); 1207 {
1152 free_object(op); 1208 op->destroy ();
1153 return; 1209 return;
1154 } 1210 }
1155#endif 1211#endif
1156 1212
1157 new_x = op->x + DIRX(op); 1213 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1214 new_y = op->y + DIRY (op);
1159 1215
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1161 1217
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1164 tag_t tag = op->count; 1219 {
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1220 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1221 /* Basically, missile only hits one thing then goes away.
1167 * we need to remove it if someone hasn't already done so. 1222 * we need to remove it if someone hasn't already done so.
1168 */ 1223 */
1169 if ( ! was_destroyed (op, tag)) { 1224 if (!op->destroyed ())
1170 remove_ob (op); 1225 op->destroy ();
1171 free_object(op);
1172 }
1173 return;
1174 }
1175 1226
1176 remove_ob(op); 1227 return;
1228 }
1229
1230 op->remove ();
1231
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1233 {
1181 op->x = new_x; 1234 op->destroy ();
1182 op->y = new_y; 1235 return;
1183 op->map = m; 1236 }
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1237
1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1185 if(i > 0 && i != op->direction){ 1239 if (i > 0 && i != op->direction)
1240 {
1186 op->direction=i; 1241 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1188 } 1243 }
1189 insert_ob_in_map(op,op->map,op,0); 1244
1245 m->insert (op, new_x, new_y, op);
1190} 1246}
1191 1247
1192/**************************************************************************** 1248/****************************************************************************
1193 * Destruction 1249 * Destruction
1194 ****************************************************************************/ 1250 ****************************************************************************/
1251
1195/* make_object_glow() - currently only makes living objects glow. 1252/* make_object_glow() - currently only makes living objects glow.
1196 * we do this by creating a force and inserting it in the 1253 * we do this by creating a force and inserting it in the
1197 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1200 */ 1257 */
1201 1258int
1202int make_object_glow(object *op, int radius, int time) { 1259make_object_glow (object *op, int radius, int time)
1203 object *tmp; 1260{
1204
1205 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1263 return 0;
1208 1264
1209 tmp=get_archetype(FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1267 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1269 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1272
1217 tmp->x=op->x;
1218 tmp->y=op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1221 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1223 1277
1224 if(!tmp->env||op!=tmp->env) {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1226 op->name);
1227 return 0;
1228 }
1229 return 1; 1278 return 1;
1230} 1279}
1231 1280
1232 1281int
1233
1234
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1282cast_destruction (object *op, object *caster, object *spell_ob)
1283{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1285 sint16 sx, sy;
1238 mapstruct *m; 1286 maptile *m;
1239 object *tmp; 1287 object *tmp;
1240 const char *skill; 1288 const char *skill;
1241 1289
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1290 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1291 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1292 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1293 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1294 friendly = 1;
1246 1295
1247 /* destruction doesn't use another spell object, so we need 1296 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1297 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1298 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through 1299 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1300 * the full share string/free_string route.
1252 */ 1301 */
1253 skill = op->skill; 1302 skill = op->skill;
1303 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1304 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1305 else if (caster->skill)
1306 op->skill = caster->skill;
1307 else
1256 else op->skill = NULL; 1308 op->skill = NULL;
1257 1309
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1259 1311
1260 for(i= -range; i<range; i++) { 1312 for (i = -range; i < range; i++)
1313 {
1261 for(j=-range; j<range ; j++) { 1314 for (j = -range; j < range; j++)
1315 {
1262 m = op->map; 1316 m = op->map;
1263 sx = op->x + i; 1317 sx = op->x + i;
1264 sy = op->y + j; 1318 sy = op->y + j;
1319
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1321 if (mflags & P_OUT_OF_MAP)
1322 continue;
1323
1267 if (mflags & P_IS_ALIVE) { 1324 if (mflags & P_IS_ALIVE)
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1325 {
1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1328 break;
1271 if (tmp) {
1272 if (tmp->head) tmp=tmp->head;
1273 1329
1330 if (tmp)
1331 {
1332 if (tmp->head)
1333 tmp = tmp->head;
1334
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1335 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1337 {
1338 if (spell_ob->subtype == SP_DESTRUCTION)
1339 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1341 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1280 tmp->x = sx; 1343 }
1281 tmp->y = sy; 1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1282 insert_ob_in_map(tmp, m, op, 0); 1345 {
1283 }
1284 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1286 tmp->resist[ATNR_MAGIC]!=100) {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1288 object *effect = arch_to_object(spell_ob->other_arch); 1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1289 effect->x = sx; 1348 }
1290 effect->y = sy; 1349 }
1291 insert_ob_in_map(effect, m, op, 0); 1350 }
1292 } 1351 }
1293 } 1352 }
1294 }
1295 }
1296 } 1353 }
1297 } 1354
1298 }
1299 op->skill = skill; 1355 op->skill = skill;
1300 return 1; 1356 return 1;
1301} 1357}
1302 1358
1303/*************************************************************************** 1359/***************************************************************************
1304 * 1360 *
1305 * CURSE 1361 * CURSE
1306 * 1362 *
1307 ***************************************************************************/ 1363 ***************************************************************************/
1308 1364
1365int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1366cast_curse (object *op, object *caster, object *spell_ob, int dir)
1367{
1310 object *god = find_god(determine_god(op)); 1368 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1369 object *tmp, *force;
1312 1370
1313 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1371 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1372 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1373 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1375 return 0;
1376 }
1320 1377
1321 /* If we've already got a force of this type, don't add a new one. */ 1378 /* If we've already got a force of this type, don't add a new one. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1379 for (force = tmp->inv; force != NULL; force = force->below)
1380 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1382 {
1324 if (force->name == spell_ob->name) { 1383 if (force->name == spell_ob->name)
1325 break; 1384 {
1326 } 1385 break;
1386 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1387 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1388 {
1329 "You can not cast %s while %s is in effect", 1389 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1330 spell_ob->name, force->name_pl); 1390 return 0;
1331 return 0; 1391 }
1392 }
1332 } 1393 }
1333 }
1334 }
1335 1394
1336 if(force==NULL) { 1395 if (force == NULL)
1396 {
1337 force=get_archetype(FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1399 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1400 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1401 else
1402 force->name = spell_ob->name;
1403
1404 force->name_pl = spell_ob->name;
1405
1406 }
1407 else
1408 {
1348 int duration; 1409 int duration;
1349 1410
1350 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1411 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 if (duration > force->duration) { 1412 if (duration > force->duration)
1413 {
1352 force->duration = duration; 1414 force->duration = duration;
1353 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1415 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1354 } else { 1416 }
1417 else
1418 {
1355 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1356 } 1420 }
1357 return 1; 1421 return 1;
1358 } 1422 }
1359 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1423 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 force->speed = 1.0; 1424 force->speed = 1.f;
1361 force->speed_left = -1.0; 1425 force->speed_left = -1.f;
1362 SET_FLAG(force, FLAG_APPLIED); 1426 SET_FLAG (force, FLAG_APPLIED);
1363 1427
1364 if(god) { 1428 if (god)
1429 {
1365 if (spell_ob->last_grace) 1430 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1431 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1432 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1433 force->path_denied = god->path_denied;
1369 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1434 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1370 "You are a victim of %s's curse!",god->name); 1435 }
1371 } else 1436 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1438
1374 1439
1375 if(tmp!=op && op->type==PLAYER) 1440 if (tmp != op && op->type == PLAYER)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1441 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1377 1442
1378 force->stats.ac = spell_ob->stats.ac; 1443 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1444 force->stats.wc = spell_ob->stats.wc;
1380 1445
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1446 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1447 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1448 tmp->update_stats ();
1384 return 1; 1449 return 1;
1385 1450
1386} 1451}
1387
1388 1452
1389/********************************************************************** 1453/**********************************************************************
1390 * mood change 1454 * mood change
1391 * Arguably, this may or may not be an attack spell. But since it 1455 * Arguably, this may or may not be an attack spell. But since it
1392 * effects monsters, it seems best to put it into this file 1456 * effects monsters, it seems best to put it into this file
1393 ***********************************************************************/ 1457 ***********************************************************************/
1394 1458
1395/* This covers the various spells that change the moods of monsters - 1459/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1460 * makes them angry, peacful, friendly, etc.
1397 */ 1461 */
1462int
1398int mood_change(object *op, object *caster, object *spell) { 1463mood_change (object *op, object *caster, object *spell)
1464{
1399 object *tmp, *god, *head; 1465 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1466 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1467 sint16 x, y, nx, ny;
1402 mapstruct *m; 1468 maptile *m;
1403 const char *race; 1469 const char *race;
1404 1470
1405 /* We precompute some values here so that we don't have to keep 1471 /* We precompute some values here so that we don't have to keep
1406 * doing it over and over again. 1472 * doing it over and over again.
1407 */ 1473 */
1408 god=find_god(determine_god(op)); 1474 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1475 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1476 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1477
1412 /* On the bright side, no monster should ever have a race of GOD_... 1478 /* On the bright side, no monster should ever have a race of GOD_...
1413 * so even if the player doesn't worship a god, if race=GOD_.., it 1479 * so even if the player doesn't worship a god, if race=GOD_.., it
1414 * won't ever match anything. 1480 * won't ever match anything.
1415 */ 1481 */
1416 if (!spell->race) race=NULL; 1482 if (!spell->race)
1483 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1484 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1485 race = god->slaying;
1418 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1486 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1487 race = god->race;
1488 else
1419 else race = spell->race; 1489 race = spell->race;
1420
1421 1490
1422 for (x = op->x - range; x <= op->x + range; x++) 1491 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1492 for (y = op->y - range; y <= op->y + range; y++)
1424 1493 {
1425 done_one=0; 1494 done_one = 0;
1426 m = op->map; 1495 m = op->map;
1427 nx = x; 1496 nx = x;
1428 ny = y; 1497 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1498 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1499 if (mflags & P_OUT_OF_MAP)
1500 continue;
1431 1501
1432 /* If there is nothing living on this space, no need to go further */ 1502 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1503 if (!(mflags & P_IS_ALIVE))
1504 continue;
1434 1505
1506 // players can only affect spaces that they can actually see
1507 if (caster && caster->contr
1508 && caster->contr->visibility_at (m, nx, ny) < 70)
1509 continue;
1510
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1511 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1512 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1513 break;
1437 1514
1438 /* There can be living objects that are not monsters */ 1515 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1516 if (!tmp || tmp->type == PLAYER)
1517 continue;
1440 1518
1441 /* Only the head has meaningful data, so resolve to that */ 1519 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1520 if (tmp->head)
1443 else head=tmp; 1521 head = tmp->head;
1522 else
1523 head = tmp;
1444 1524
1445 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1525 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1526 if (race && head->race && !strstr (race, head->race))
1527 continue;
1528
1447 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1529 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1530 continue;
1448 1531
1449 /* Now do a bunch of stuff related to saving throws */ 1532 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1533 best_at = -1;
1451 if (spell->attacktype) { 1534 if (spell->attacktype)
1535 {
1452 for (at=0; at < NROFATTACKS; at++) 1536 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1537 if (spell->attacktype & (1 << at))
1454 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1538 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1539 best_at = at;
1455 1540
1456 if (best_at == -1) at=0; 1541 if (best_at == -1)
1542 at = 0;
1457 else { 1543 else
1544 {
1458 if (head->resist[best_at] == 100) continue; 1545 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1546 continue;
1460 } 1547 else
1548 at = head->resist[best_at] / 5;
1549 }
1461 at -= level / 5; 1550 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1551 if (did_make_save (head, head->level, at))
1463 } 1552 continue;
1553 }
1464 else /* spell->attacktype */ 1554 else /* spell->attacktype */
1555 {
1465 /* 1556 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving: 1557 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go 1558 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1559 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469 1560
1470 The chance will then be in the range [20-70] percent, not too bad. 1561 The chance will then be in the range [20-70] percent, not too bad.
1471 1562
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can 1563 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster... 1564 charm a level 125 monster...
1474 1565
1475 Ryo, august 14th 1566 Ryo, august 14th
1476 */ 1567 */
1477 {
1478 if ( head->level > level ) continue; 1568 if (head->level > level)
1569 continue;
1570
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1571 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1480 /* Failed, no effect */ 1572 /* Failed, no effect */
1481 continue; 1573 continue;
1482 } 1574 }
1483 1575
1484 /* Done with saving throw. Now start effecting the monster */ 1576 /* Done with saving throw. Now start affecting the monster */
1485 1577
1486 /* aggravation */ 1578 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1579 if (QUERY_FLAG (spell, FLAG_MONSTER))
1580 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1581 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1582 remove_friendly_object (head);
1583 done_one = 1;
1584 head->enemy = op;
1585 }
1491 1586
1492 done_one = 1;
1493 head->enemy = op;
1494 }
1495
1496 /* calm monsters */ 1587 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1588 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1589 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1590 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1591 head->enemy = NULL;
1500 done_one = 1; 1592 done_one = 1;
1501 } 1593 }
1502 1594
1503 /* berserk monsters */ 1595 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1596 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1597 {
1505 SET_FLAG(head, FLAG_BERSERK); 1598 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1599 done_one = 1;
1507 } 1600 }
1601
1508 /* charm */ 1602 /* charm */
1509 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1603 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1510 SET_FLAG(head, FLAG_FRIENDLY); 1604 {
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 Typical use case is charm, go somwhere, use aggravation to make hostile. 1606 Typical use case is charm, go somwhere, use aggravation to make hostile.
1513 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1609 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1611 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1612 head->attack_movement = PETMOVE;
1519 done_one = 1; 1613 done_one = 1;
1520 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1614 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1521 head->stats.exp = 0; 1615 head->stats.exp = 0;
1522 } 1616 }
1523 1617
1524 /* If a monster was effected, put an effect in */ 1618 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1619 if (done_one && spell->other_arch)
1526 tmp = arch_to_object(spell->other_arch); 1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1527 tmp->x = nx; 1621 } /* for y */
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 }
1531 } /* for y */
1532 1622
1533 return 1; 1623 return 1;
1534} 1624}
1535 1625
1536 1626
1537/* Move_ball_spell: This handles ball type spells that just sort of wander 1627/* Move_ball_spell: This handles ball type spells that just sort of wander
1538 * about. was called move_ball_lightning, but since more than the ball 1628 * about. was called move_ball_lightning, but since more than the ball
1539 * lightning spell used it, that seemed misnamed. 1629 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1630 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1631 * note that duration is handled by process_object() in time.c
1542 */ 1632 */
1543 1633
1634void
1544void move_ball_spell(object *op) { 1635move_ball_spell (object *op)
1636{
1545 int i,j,dam_save,dir, mflags; 1637 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1638 sint16 nx, ny, hx, hy;
1547 object *owner; 1639 object *owner;
1548 mapstruct *m; 1640 maptile *m;
1549 1641
1550 owner = get_owner(op); 1642 owner = op->owner;
1551 1643
1552 /* the following logic makes sure that the ball doesn't move into a wall, 1644 /* the following logic makes sure that the ball doesn't move into a wall,
1553 * and makes sure that it will move along a wall to try and get at it's 1645 * and makes sure that it will move along a wall to try and get at it's
1554 * victim. The block immediately below more or less chooses a random 1646 * victim. The block immediately below more or less chooses a random
1555 * offset to move the ball, eg, keep it mostly on course, with some 1647 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1648 * deviations.
1557 */ 1649 */
1558 1650
1559 dir = 0; 1651 dir = 0;
1560 if(!(rndm(0, 3))) 1652 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1653 j = rndm (0, 1);
1562 else j=0; 1654 else
1655 j = 0;
1563 1656
1564 for(i = 1; i < 9; i++) { 1657 for (i = 1; i < 9; i++)
1658 {
1565 /* i bit 0: alters sign of offset 1659 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1660 * other bits (i / 2): absolute value of offset
1567 */ 1661 */
1568 1662
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1663 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1664 int tmpdir = absdir (op->direction + offset);
1571 1665
1572 nx = op->x + freearr_x[tmpdir]; 1666 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1667 ny = op->y + freearr_y[tmpdir];
1574 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1668 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))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1669 {
1576 dir = tmpdir; 1670 dir = tmpdir;
1577 break; 1671 break;
1578 } 1672 }
1579 } 1673 }
1580 if (dir == 0) { 1674 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1675 {
1676 nx = op->x;
1677 ny = op->y;
1678 m = op->map;
1679 }
1585 1680
1586 remove_ob(op); 1681 m->insert (op, nx, ny, op);
1587 op->y=ny; 1682
1588 op->x=nx;
1589 insert_ob_in_map(op,m,op,0);
1590
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1683 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1684 surrounding squares */
1593 1685
1594 /* loop over current square and neighbors to hit. 1686 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1687 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1688 * the surround spaces.
1597 */ 1689 */
1598 for(j=0;j<9;j++) { 1690 for (j = 0; j < 9; j++)
1599 object *new_ob; 1691 {
1600
1601 hx = nx+freearr_x[j]; 1692 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1693 hy = ny + freearr_y[j];
1603 1694
1604 m = op->map; 1695 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1697
1607 if (mflags & P_OUT_OF_MAP) continue; 1698 if (mflags & P_OUT_OF_MAP)
1699 continue;
1608 1700
1609 /* first, don't ever, ever hit the owner. Don't hit out 1701 /* first, don't ever, ever hit the owner. Don't hit out
1610 * of the map either. 1702 * of the map either.
1611 */ 1703 */
1612 1704
1613 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1705 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1614 if(j) op->stats.dam = dam_save/2; 1706 {
1707 if (j)
1708 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1709 hit_map (op, j, op->attacktype, 1);
1616 1710
1617 } 1711 }
1618 1712
1619 /* insert the other arch */ 1713 /* insert the other arch */
1620 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1714 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1621 new_ob = arch_to_object(op->other_arch); 1715 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1622 new_ob->x = hx;
1623 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0);
1625 }
1626 } 1716 }
1627 1717
1628 /* restore to the center location and damage*/ 1718 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1719 op->stats.dam = dam_save;
1630 1720
1631 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1721 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1632 1722
1633 if(i>=0) { /* we have a preferred direction! */ 1723 if (i >= 0)
1724 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1725 /* pick another direction if the preferred dir is blocked. */
1635 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1726 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1636 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1727 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1728 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1729
1639 op->direction=i; 1730 op->direction = i;
1640 } 1731 }
1641} 1732}
1642 1733
1643 1734
1644/* move_swarm_spell: peterm 1735/* move_swarm_spell: peterm
1647 * is a special type of object that casts swarms of other types 1738 * is a special type of object that casts swarms of other types
1648 * of spells. Which spell it casts is flexible. It fires the spells 1739 * of spells. Which spell it casts is flexible. It fires the spells
1649 * from a set of squares surrounding the caster, in a given direction. 1740 * from a set of squares surrounding the caster, in a given direction.
1650 */ 1741 */
1651 1742
1743void
1652void move_swarm_spell(object *op) 1744move_swarm_spell (object *op)
1653{ 1745{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1746#if 0
1676 // this is bogus: it causes wrong places to be checked below 1747 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1677 // (a wall 2 cells away will block the effect...) and 1748 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1749 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1750 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1751 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1752#endif
1753 int basedir;
1754 object *owner;
1723 1755
1756 owner = op->owner;
1757 if (op->duration == 0 || owner == NULL)
1758 {
1759 op->destroy ();
1760 return;
1761 }
1762
1763 op->duration--;
1764
1765 basedir = op->direction;
1766 if (basedir == 0)
1767 {
1768 /* spray in all directions! 8) */
1769 basedir = rndm (1, 8);
1770 }
1771
1772#if 0
1773 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and
1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1776 // space.
1777 // should be fixed later, but correctness before features...
1778 // (schmorp)
1779
1780 /* new offset calculation to make swarm element distribution
1781 * more uniform
1782 */
1783 if (op->duration)
1784 {
1785 if (basedir & 1)
1786 {
1787 adjustdir = cardinal_adjust[rndm (0, 8)];
1788 }
1789 else
1790 {
1791 adjustdir = diagonal_adjust[rndm (0, 9)];
1792 }
1793 }
1794 else
1795 {
1796 adjustdir = 0; /* fire the last one from forward. */
1797 }
1798
1799 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1800 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1801
1802 /* back up one space so we can hit point-blank targets, but this
1803 * necessitates extra out_of_map check below
1804 */
1805 origin_x = target_x - freearr_x[basedir];
1806 origin_y = target_y - freearr_y[basedir];
1807
1808
1724 /* spell pointer is set up for the spell this casts. Since this 1809 /* spell pointer is set up for the spell this casts. Since this
1725 * should just be a pointer to the spell in some inventory, 1810 * should just be a pointer to the spell in some inventory,
1726 * it is unlikely to disappear by the time we need it. However, 1811 * it is unlikely to disappear by the time we need it. However,
1727 * do some sanity checking anyways. 1812 * do some sanity checking anyways.
1728 */ 1813 */
1814
1815 if (op->spell && op->spell->type == SPELL &&
1816 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1817 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1818 {
1819
1820 /* Bullet spells have a bunch more customization that needs to be done */
1821 if (op->spell->subtype == SP_BULLET)
1822 fire_bullet (owner, op, basedir, op->spell);
1823 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1824 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1825 }
1826#endif
1827
1828 /* spell pointer is set up for the spell this casts. Since this
1829 * should just be a pointer to the spell in some inventory,
1830 * it is unlikely to disappear by the time we need it. However,
1831 * do some sanity checking anyways.
1832 */
1833
1730 if (op->spell && op->spell->type == SPELL) 1834 if (op->spell && op->spell->type == SPELL)
1731 { 1835 {
1732 /* Bullet spells have a bunch more customization that needs to be done */ 1836 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1840 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1737 } 1841 }
1738} 1842}
1739 1843
1740 1844
1741 1845
1742 1846
1750 * dir: the direction everything will be fired in 1854 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1855 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1856 * n: the number to be fired.
1753 */ 1857 */
1754 1858
1859int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1860fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1861{
1757 object *tmp; 1862 object *tmp;
1758 int i; 1863 int i;
1759 1864
1760 if (!spell->other_arch) return 0; 1865 if (!spell->other_arch)
1866 return 0;
1761 1867
1762 tmp=get_archetype(SWARM_SPELL); 1868 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x;
1764 tmp->y=op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1766 set_spell_skill(op, caster, spell, tmp); 1870 set_spell_skill (op, caster, spell, tmp);
1767 1871
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1873 tmp->spell = arch_to_object (spell->other_arch);
1770 1874
1771 tmp->attacktype = tmp->spell->attacktype; 1875 tmp->attacktype = tmp->spell->attacktype;
1772 1876
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1774 if ( ! tailor_god_spell (tmp, op)) 1878 if (!tailor_god_spell (tmp, op))
1775 return 1; 1879 return 1;
1776 } 1880
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1881 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1882 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1884
1781 tmp->direction=dir; 1885 tmp->direction = dir;
1782 tmp->invisible=1; 1886 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 1887
1888 tmp->insert_at (op, op);
1784 return 1; 1889 return 1;
1785} 1890}
1786 1891
1787 1892
1788/* See the spells documentation file for why this is its own 1893/* See the spells documentation file for why this is its own
1789 * function. 1894 * function.
1790 */ 1895 */
1896int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1897cast_light (object *op, object *caster, object *spell, int dir)
1898{
1792 object *target=NULL,*tmp=NULL; 1899 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 1900 sint16 x, y;
1794 int dam, mflags; 1901 int dam, mflags;
1795 mapstruct *m; 1902 maptile *m;
1796 1903
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1904 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 1905
1799 if(!dir) { 1906 if (!dir)
1907 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1908 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 1909 return 0;
1802 } 1910 }
1803 1911
1804 x=op->x+freearr_x[dir]; 1912 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 1913 y = op->y + freearr_y[dir];
1806 m = op->map; 1914 m = op->map;
1807 1915
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 1916 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 1917
1810 if (mflags & P_OUT_OF_MAP) { 1918 if (mflags & P_OUT_OF_MAP)
1919 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 1921 return 0;
1813 } 1922 }
1814 1923
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 1924 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 1925 {
1926 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1927 if (QUERY_FLAG (target, FLAG_MONSTER))
1928 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 1929 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 1930 if (target->head)
1931 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 1932 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 1933 return 1; /* one success only! */
1934 }
1822 } 1935 }
1823 }
1824 1936
1825 /* no live target, perhaps a wall is in the way? */ 1937 /* no live target, perhaps a wall is in the way? */
1826 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1938 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1939 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1940 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1828 return 0; 1941 return 0;
1829 } 1942 }
1830 1943
1831 /* ok, looks groovy to just insert a new light on the map */ 1944 /* ok, looks groovy to just insert a new light on the map */
1832 tmp=arch_to_object(spell->other_arch); 1945 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 1946 if (!tmp)
1947 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1948 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 1949 return 0;
1836 } 1950 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1951 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 1952 if (tmp->glow_radius)
1953 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1954 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1955 if (tmp->glow_radius > MAX_LIGHT_RADII)
1956 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 1957 }
1842 tmp->x=x; 1958
1843 tmp->y=y; 1959 m->insert (tmp, x, y, op);
1844 insert_ob_in_map(tmp,m,op,0);
1845 return 1; 1960 return 1;
1846} 1961}
1847 1962
1848 1963
1849 1964
1850 1965
1853 * op is the player/monster, caster is the object, dir is the direction 1968 * op is the player/monster, caster is the object, dir is the direction
1854 * to cast, disease_arch is the specific disease, and type is the spell number 1969 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
1856 */ 1971 */
1857 1972
1973int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1974cast_cause_disease (object *op, object *caster, object *spell, int dir)
1975{
1859 sint16 x,y; 1976 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 1977 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 1978 object *walk;
1862 mapstruct *m; 1979 maptile *m;
1863 1980
1864 x = op->x; 1981 x = op->x;
1865 y = op->y; 1982 y = op->y;
1866 1983
1867 /* If casting from a scroll, no direction will be available, so refer to the 1984 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 1985 * direction the player is pointing.
1869 */ 1986 */
1987 if (!dir)
1870 if (!dir) dir=op->facing; 1988 dir = op->facing;
1989 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1990 return 0; /* won't find anything if casting on ourself, so just return */
1872 1991
1873 /* Calculate these once here */ 1992 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 1994 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 1995 dur_mod = SP_level_duration_adjust (caster, spell);
1877 1996
1878 /* search in a line for a victim */ 1997 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 1998 for (i = 1; i < range; i++)
1999 {
1880 x = op->x + i * freearr_x[dir]; 2000 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2001 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2002 m = op->map;
1883 2003
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2004 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2005
1886 if (mflags & P_OUT_OF_MAP) return 0; 2006 if (mflags & P_OUT_OF_MAP)
2007 return 0;
1887 2008
1888 /* don't go through walls - presume diseases are airborne */ 2009 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2010 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2011 return 0;
1890 2012
1891 /* Only bother looking on this space if there is something living here */ 2013 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 2014 if (mflags & P_IS_ALIVE)
2015 {
1893 /* search this square for a victim */ 2016 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2017 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1895 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2018 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2019 { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch); 2020 object *disease = arch_to_object (spell->other_arch);
1897 2021
1898 set_owner(disease,op); 2022 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 2023 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2024 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2025 disease->level = caster_level (caster, spell);
1902 2026
1903 /* do level adjustments */ 2027 /* do level adjustments */
1904 if(disease->stats.wc) 2028 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2029 disease->stats.wc += dur_mod / 2;
1906 2030
1907 if(disease->magic> 0) 2031 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2032 disease->magic += dur_mod / 4;
1909 2033
1910 if(disease->stats.maxhp>0) 2034 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
1912 2036
1913 if(disease->stats.maxgrace>0) 2037 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2038 disease->stats.maxgrace += dur_mod;
1915 2039
1916 if(disease->stats.dam) { 2040 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2041 {
1918 disease->stats.dam += dam_mod; 2042 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2043 disease->stats.dam += dam_mod;
1920 } 2044 else
2045 disease->stats.dam -= dam_mod;
2046 }
1921 2047
1922 if(disease->last_sp) { 2048 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2049 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2050 disease->last_sp -= 2 * dam_mod;
1925 } 2051 if (disease->last_sp < 1)
2052 disease->last_sp = 1;
2053 }
1926 2054
1927 if(disease->stats.maxsp) { 2055 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2056 {
1929 disease->stats.maxsp += dam_mod; 2057 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2058 disease->stats.maxsp += dam_mod;
1931 } 2059 else
1932 2060 disease->stats.maxsp -= dam_mod;
2061 }
2062
1933 if(disease->stats.ac) 2063 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2064 disease->stats.ac += dam_mod;
1935 2065
1936 if(disease->last_eat) 2066 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2067 disease->last_eat -= dam_mod;
1938 2068
1939 if(disease->stats.hp) 2069 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2070 disease->stats.hp -= dam_mod;
1941 2071
1942 if(disease->stats.sp) 2072 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
1944 2074
1945 if(infect_object(walk,disease,1)) { 2075 if (infect_object (walk, disease, 1))
1946 object *flash; /* visual effect for inflicting disease */ 2076 {
1947
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2078
1950 free_object(disease); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1952 flash->x = x; 2081 return 1;
1953 flash->y = y; 2082 }
1954 flash->map = walk->map; 2083
1955 insert_ob_in_map(flash,walk->map,op,0); 2084 disease->destroy ();
1956 return 1; 2085 }
1957 } 2086 } /* if living creature */
1958 free_object(disease); 2087 } /* for range of spaces */
1959 } 2088
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2090 return 1;
1964} 2091}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines