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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.41 by root, Sat Jun 9 21:16:12 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 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 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
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42
43void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
45{
51 object *tmp, *tmp2; /* object on the map */ 46 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 47 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 49
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 50 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 52 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 53 return;
58 }else{ 54 }
55 else
56 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 57 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);*/ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 59 }
62 60
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 62 {
65 int num_sections = 1; 63 int num_sections = 1;
66 64
67 /* don't move DM */ 65 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 67 return;
70 68
71 /* don't move parts of objects */ 69 /* don't move parts of objects */
72 if(tmp->head) continue; 70 if (tmp->head)
71 continue;
73 72
74 /* don't move floors or immobile objects */ 73 /* 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; 74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue;
76 76
77 /* count the object's sections */ 77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
79 num_sections++;
79 80
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 81 /* 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 82 * 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. 83 * object, not just the head, so the total weight should be relevant.
83 */ 84 */
84 85
85 /* surface area? -tm */ 86 /* surface area? -tm */
86 87
87 if (tmp->move_type & MOVE_FLYING) 88 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 89 frictionmod = 1; /* flying objects loose the friction modifier */
89 90
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */
91 /* move_object is really for monsters, but looking at 93 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 94 * the move_object function, it appears that it should
93 * also be safe for objects. 95 * also be safe for objects.
94 * This does return if successful or not, but 96 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 97 * I don't see us doing anything useful with that information
96 * right now. 98 * right now.
97 */ 99 */
98 move_object(tmp, absdir(op->stats.sp)); 100 move_object (tmp, absdir (op->stats.sp));
99 } 101 }
100 102
101 } 103 }
102} 104}
103 105
104/*************************************************************************** 106/***************************************************************************
109 111
110/* Causes op to fork. op is the original bolt, tmp 112/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 113 * is the first piece of the fork.
112 */ 114 */
113 115
116void
114void forklightning(object *op, object *tmp) { 117forklightning (object *op, object *tmp)
118{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 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 */ 120 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 121 maptile *m;
118 sint16 sx,sy; 122 sint16 sx, sy;
119 object *new_bolt; 123 object *new_bolt;
120 124
121 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 127 * 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 128 * down to 0 for one going 90 degrees left off original path
125 */ 129 */
126 130
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 131 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 132 new_dir = -1;
129 133
130 /* check the new dir for a wall and in the map*/ 134 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 135 t_dir = absdir (tmp->direction + new_dir);
132 136
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 137 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) 138 return;
135 return;
136 139
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 141 return;
139 142
140 /* OK, we made a fork */ 143 /* OK, we made a fork */
141 new_bolt = get_object(); 144 new_bolt = tmp->clone ();
142 145
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
151 new_bolt->duration++; 152 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 156 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 158 update_turn_face (new_bolt);
160} 159}
161 160
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
164 */ 163 */
165 164
165void
166void move_bolt(object *op) { 166move_bolt (object *op)
167 object *tmp; 167{
168 int mflags; 168 int mflags;
169 sint16 x, y; 169 sint16 x, y;
170 mapstruct *m; 170 maptile *m;
171 171
172 if(--(op->duration)<0) { 172 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 173 {
174 op->destroy ();
175 return;
176 }
177
177 hit_map(op,0,op->attacktype,1); 178 hit_map (op, 0, op->attacktype, 1);
178 179
179 if(!op->direction) 180 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; 181 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++;
249 182
250 /* New forking code. Possibly create forks of this object 183 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; 184 op->range = 0;
261 } /* copy object and move it along */ 185 else
262 } /* if move bolt along */ 186 {
187 x = op->x + DIRX (op);
188 y = op->y + DIRY (op);
189 m = op->map;
190 mflags = get_map_flags (m, &m, x, y, &x, &y);
191
192 if (mflags & P_OUT_OF_MAP)
193 return;
194
195 /* We are about to run into something - we may bounce */
196 /* Calling reflwall is pretty costly, as it has to look at all the objects
197 * on the space. So only call reflwall if we think the data it returns
198 * will be useful.
199 */
200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
201 {
202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
203 return;
204
205 /* Since walls don't run diagonal, if the bolt is in
206 * one of 4 main directions, it just reflects back in the
207 * opposite direction. However, if the bolt is travelling
208 * on the diagonal, it is trickier - eg, a bolt travelling
209 * northwest bounces different if it hits a north/south
210 * wall (bounces to northeast) vs an east/west (bounces
211 * to the southwest.
212 */
213 if (op->direction & 1)
214 op->direction = absdir (op->direction + 4);
215 else
216 {
217 int left, right;
218 int mflags;
219
220 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
221 * over a corner in a tiled map, it is possible that
222 * op->direction is within an adjacent map but either
223 * op->direction-1 or op->direction+1 does not exist.
224 */
225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
227
228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
231 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
232 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
233
234 if (left == right)
235 op->direction = absdir (op->direction + 4);
236 else if (left)
237 op->direction = absdir (op->direction + 2);
238 else if (right)
239 op->direction = absdir (op->direction - 2);
240 }
241
242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
243 return;
244 }
245 else
246 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone ();
248
249 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */
252 tmp->duration++;
253
254 /* New forking code. Possibly create forks of this object
255 * going off in other directions.
256 */
257 if (rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261
262 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward.
264 */
265 op->range = 0;
266 } /* copy object and move it along */
267 } /* if move bolt along */
263} 268}
264 269
265/* fire_bolt 270/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 271 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 272 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 274 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
271 * pointers. 276 * pointers.
272 */ 277 */
273 278int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
280{
275 object *tmp=NULL; 281 object *tmp = NULL;
276 int mflags; 282 int mflags;
277 283
278 if (!spob->other_arch) 284 if (!spob->other_arch)
279 return 0; 285 return 0;
280 286
281 tmp=arch_to_object(spob->other_arch); 287 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 288 if (tmp == NULL)
283 return 0; 289 return 0;
284 290
285 /* peterm: level dependency for bolts */ 291 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 293 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 294 if (spob->slaying)
295 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 296 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 298 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 299 tmp->stats.Con = spob->stats.Con;
293 300
294 tmp->direction=dir; 301 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 303 SET_ANIMATION (tmp, dir);
297 304
298 set_owner(tmp,op); 305 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
300 307
301 tmp->x=op->x + DIRX(tmp); 308 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 309 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 310 tmp->map = op->map;
304 311
312 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 314 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 315 {
316 tmp->destroy ();
317 return 0;
318 }
319
320 tmp->map = newmap;
321
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 325 {
326 tmp->destroy ();
313 return 0; 327 return 0;
314 } 328 }
315 tmp->x=op->x; 329
316 tmp->y=op->y; 330 tmp->x = op->x;
331 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 332 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 333 tmp->map = op->map;
319 } 334 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 337 move_bolt (tmp);
338
322 return 1; 339 return 1;
323} 340}
324
325
326 341
327/*************************************************************************** 342/***************************************************************************
328 * 343 *
329 * BULLET/BALL CODE 344 * BULLET/BALL CODE
330 * 345 *
332 347
333/* expands an explosion. op is a piece of the 348/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 349 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 350 * At least that is what I think this does.
336 */ 351 */
352void
337void explosion(object *op) { 353explosion (object *op)
338 object *tmp; 354{
339 mapstruct *m=op->map; 355 maptile *m = op->map;
340 int i; 356 int i;
341 357
342 if(--(op->duration)<0) { 358 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 359 {
360 op->destroy ();
361 return;
362 }
363
347 hit_map(op,0,op->attacktype,0); 364 hit_map (op, 0, op->attacktype, 0);
348 365
349 if(op->range>0) { 366 if (op->range > 0)
350 for(i=1;i<9;i++) { 367 {
368 for (i = 1; i < 9; i++)
369 {
351 sint16 dx,dy; 370 sint16 dx, dy;
352 371
353 dx=op->x+freearr_x[i]; 372 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 373 dy = op->y + freearr_y[i];
374
355 /* ok_to_put_more already does things like checks for walls, 375 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 376 * out of map, etc.
357 */ 377 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 378 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 379 {
360 copy_object(op,tmp); 380 object *tmp = op->clone ();
361 tmp->state=0; 381
362 tmp->speed_left= -0.21; 382 tmp->state = 0;
363 tmp->range--; 383 tmp->speed_left = -0.21f;
364 tmp->value=0; 384 tmp->range--;
365 tmp->x=dx; 385 tmp->value = 0;
366 tmp->y=dy; 386
367 insert_ob_in_map(tmp,m,op,0); 387 m->insert (tmp, dx, dy, op);
388 }
389 }
368 } 390 }
369 }
370 }
371} 391}
372
373 392
374/* Causes an object to explode, eg, a firebullet, 393/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 394 * poison cloud ball, etc. op is the object to
376 * explode. 395 * explode.
377 */ 396 */
397void
378void explode_bullet(object *op) 398explode_bullet (object *op)
379{ 399{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 400 object *tmp, *owner;
382 401
383 if (op->other_arch == NULL) { 402 if (op->other_arch == NULL)
403 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 404 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 405 op->destroy ();
386 free_object (op); 406 return;
387 return;
388 } 407 }
389 408
390 if (op->env) { 409 if (op->env)
391 object *env; 410 {
392
393 env = object_get_env_recursive(op); 411 object *env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 412 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
413 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 415 op->destroy ();
397 free_object (op);
398 return; 416 return;
399 } 417 }
400 remove_ob (op); 418
401 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 420 }
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)) { 421 else if (out_of_map (op->map, op->x, op->y))
422 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 424 op->destroy ();
407 free_object (op); 425 return;
408 return; 426 }
427
428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
429 // NOTE: If this breaks something important: remove this. I can't think of anything
430 // bad at the moment that might happen from this.
431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 432 {
433 op->destroy ();
434 return;
435 }
410 436
411 if (op->attacktype) { 437 if (op->attacktype)
438 {
412 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 440 if (op->destroyed ())
414 return; 441 return;
415 } 442 }
416 443
417 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
419 446
420 copy_owner (tmp, op); 447 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 448 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 449
424 owner = get_owner(op); 450 owner = op->owner;
451
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 452 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 } 453 {
431 tmp->x = op->x; 454 op->destroy ();
432 tmp->y = op->y; 455 return;
456 }
433 457
434 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
460 {
436 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 462 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 463 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 464 tmp->duration = op->duration;
440 } else { 465 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 466 else
467 {
468 if (op->attacktype & AT_MAGIC)
469 tmp->attacktype |= AT_MAGIC;
470
442 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
446 /* Used for spell tracking - just need a unique val for this spell - 475 /* Used for spell tracking - just need a unique val for this spell -
447 * the count of the parent should work fine. 476 * the count of the parent should work fine.
448 */ 477 */
449 tmp->stats.maxhp = op->count; 478 tmp->stats.maxhp = op->count;
450 } 479 }
451 480
452 /* Set direction of cone explosion */ 481 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 482 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
455 484
456 /* Prevent recursion */ 485 /* Prevent recursion */
457 op->move_on = 0; 486 op->move_on = 0;
458 487
459 insert_ob_in_map(tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
460 /* remove the firebullet */ 489 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 490 op->destroy ();
462 remove_ob (op);
463 free_object (op);
464 }
465} 491}
466
467
468 492
469/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
470 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
471 */ 495 */
472 496void
473void check_bullet(object *op) 497check_bullet (object *op)
474{ 498{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 499 object *tmp;
477 int dam, mflags; 500 int dam, mflags;
478 mapstruct *m; 501 maptile *m;
479 sint16 sx, sy; 502 sint16 sx, sy;
480 503
481 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 504 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
482 505
483 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 506 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
484 return; 507 return;
485 508
486 if (op->other_arch) { 509 if (op->other_arch)
510 {
487 /* explode object will also remove op */ 511 /* explode object will also remove op */
488 explode_bullet (op); 512 explode_bullet (op);
489 return; 513 return;
490 } 514 }
491 515
492 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
493 if (!(mflags & P_IS_ALIVE)) return; 517 if (!(mflags & P_IS_ALIVE))
518 return;
494 519
495 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
496 { 521 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 523 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 526 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 528 {
505 free_object(op); 529 op->destroy ();
506 return; 530 return;
507 } 531 }
508 } 532 }
509 } 533 }
510 } 534 }
511} 535}
512
513 536
514/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 538 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
518 */ 541 */
519 542void
520void move_bullet(object *op) 543move_bullet (object *op)
521{ 544{
522 sint16 new_x, new_y; 545 sint16 new_x, new_y;
523 int mflags; 546 int mflags;
524 mapstruct *m; 547 maptile *m;
525 548
526#if 0 549#if 0
527 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
528 551
529 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 554 if (op->stats.sp == SP_METEOR)
555 {
532 replace_insert_ob_in_map("fire_trail",op); 556 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
534 return; 558 return;
535 } /* end addition. */ 559 } /* end addition. */
536#endif 560#endif
537 561
538 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 563 if (--op->range <= 0)
564 {
540 if (op->other_arch) { 565 if (op->other_arch)
541 explode_bullet (op); 566 explode_bullet (op);
542 } else { 567 else
543 remove_ob (op); 568 op->destroy ();
544 free_object (op); 569
545 }
546 return; 570 return;
547 } 571 }
548 572
549 new_x = op->x + DIRX(op); 573 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 574 new_y = op->y + DIRY (op);
551 m = op->map; 575 m = op->map;
552 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
553 577
554 if (mflags & P_OUT_OF_MAP) { 578 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 579 {
556 free_object (op); 580 op->destroy ();
557 return; 581 return;
558 } 582 }
559 583
560 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
585 {
561 if (op->other_arch) { 586 if (op->other_arch)
562 explode_bullet (op); 587 explode_bullet (op);
563 } else { 588 else
564 remove_ob (op); 589 op->destroy ();
565 free_object (op); 590
566 }
567 return; 591 return;
568 } 592 }
569 593
570 remove_ob (op); 594 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; 595 return;
575 596
576 if (reflwall (op->map, op->x, op->y, op)) { 597 if (reflwall (op->map, op->x, op->y, op))
598 {
577 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 600 update_turn_face (op);
579 } else { 601 }
602 else
580 check_bullet (op); 603 check_bullet (op);
581 }
582} 604}
583
584
585
586 605
587/* fire_bullet 606/* fire_bullet
588 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
589 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
590 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
591 * spob->attacktype. 610 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
593 * pointers. 612 * pointers.
594 */ 613 */
595 614int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 615fire_bullet (object *op, object *caster, int dir, object *spob)
616{
597 object *tmp=NULL; 617 object *tmp = NULL;
598 int mflags; 618 int mflags;
599 619
600 if (!spob->other_arch) 620 if (!spob->other_arch)
601 return 0; 621 return 0;
602 622
603 tmp=arch_to_object(spob->other_arch); 623 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 624 if (tmp == NULL)
605 return 0; 625 return 0;
606 626
607 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
608 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
609 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 630 if (spob->slaying)
631 tmp->slaying = spob->slaying;
611 632
612 tmp->range = 50; 633 tmp->range = 50;
613 634
614 /* Need to store duration/range for the ball to use */ 635 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 638 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
618 639
619 tmp->direction=dir; 640 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 642 SET_ANIMATION (tmp, dir);
622 643
623 set_owner(tmp,op); 644 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
625 646
626 tmp->x=op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 649 tmp->map = op->map;
629 650
651 maptile *newmap;
630 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
631 if (mflags & P_OUT_OF_MAP) { 653 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 654 {
655 tmp->destroy ();
656 return 0;
657 }
658
659 tmp->map = newmap;
660
635 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
662 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 664 {
665 tmp->destroy ();
638 return 0; 666 return 0;
639 } 667 }
640 tmp->x=op->x; 668
641 tmp->y=op->y; 669 tmp->x = op->x;
670 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 671 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 672 tmp->map = op->map;
644 } 673 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 674
675 if ((tmp = tmp->insert_at (tmp, op)))
646 check_bullet (tmp); 676 check_bullet (tmp);
647 } 677
648 return 1; 678 return 1;
649} 679}
650
651
652
653 680
654/***************************************************************************** 681/*****************************************************************************
655 * 682 *
656 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
657 * 684 *
658 *****************************************************************************/ 685 *****************************************************************************/
659 686
660
661/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
688void
662void cone_drop(object *op) { 689cone_drop (object *op)
690{
663 object *new_ob = arch_to_object(op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
664 692
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level; 693 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 694 new_ob->set_owner (op->owner);
669 695
670 /* preserve skill ownership */ 696 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 697 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill); 698 new_ob->skill = op->skill;
673 new_ob->skill = add_refcount(op->skill); 699
674 } 700 new_ob->insert_at (op, op);
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677} 701}
678 702
679/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
680 704
705void
681void move_cone(object *op) { 706move_cone (object *op)
707{
682 int i; 708 int i;
683 tag_t tag;
684 709
685 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
686 if (! op->map) { 711 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 } 712 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0);
715 return;
716 }
693 717
694 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
720 {
696 hit_map(op,0,op->attacktype,0); 721 hit_map (op, 0, op->attacktype, 0);
697 return; 722 return;
698 } 723 }
699 724
700#if 0 725#if 0
701 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 727 * when their cone dies when they die.
703 */ 728 */
704 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 730 if (op->owner == NULL)
706 remove_ob(op); 731 {
707 free_object(op); 732 op->destroy ();
708 return; 733 return;
709 } 734 }
710#endif 735#endif
711 736
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 737 hit_map (op, 0, op->attacktype, 0);
714 738
715 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
717 * degree. 741 * degree.
718 */ 742 */
743 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 744 check_spell_knockback (op);
720 745
721 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
747 return;
748
749 if ((op->duration--) < 0)
750 {
751 op->destroy ();
722 return; 752 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 753 }
729 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 755 * any further. When the duration above expires,
731 * then the object will get removed. 756 * then the object will get removed.
732 */ 757 */
733 if (--op->range < 0) { 758 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 759 {
760 op->range = 0; /* just so it doesn't wrap */
761 return;
762 }
737 763
738 for(i= -1;i<2;i++) { 764 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 765 {
740 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
741 767
742 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
743 object *tmp=get_object(); 769 {
744 copy_object(op, tmp); 770 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 771
748 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
749 773
750 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 776
753 if (tmp->other_arch) cone_drop(tmp); 777 op->map->insert (tmp, x, y, op);
754 } 778
779 if (tmp->other_arch)
780 cone_drop (tmp);
781 }
755 } 782 }
756} 783}
757 784
758/* cast_cone: casts a cone spell. 785/* cast_cone: casts a cone spell.
759 * op: person firing the object. 786 * op: person firing the object.
761 * dir: direction to fire in. 788 * dir: direction to fire in.
762 * spell: spell that is being fired. It uses other_arch for the archetype 789 * spell: spell that is being fired. It uses other_arch for the archetype
763 * to fire. 790 * to fire.
764 * returns 0 on failure, 1 on success. 791 * returns 0 on failure, 1 on success.
765 */ 792 */
793int
766int cast_cone(object *op, object *caster,int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
767{ 795{
768 object *tmp; 796 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 797 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 798 maptile *m;
771 sint16 sx, sy; 799 sint16 sx, sy;
772 MoveType movetype; 800 MoveType movetype;
773 801
774 if (!spell->other_arch) return 0; 802 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; 803 return 0;
804
805 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 806 {
807 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
808 return 0;
809 }
782 810
783 if(!dir) { 811 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 812 {
813 range_min = 0;
814 range_max = 8;
815 }
787 816
788 /* Need to know what the movetype of the object we are about 817 /* 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 818 * to create is, so we can know if the space we are about to
790 * insert it into is blocked. 819 * insert it into is blocked.
791 */ 820 */
792 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
793 822
794 for(i=range_min;i<=range_max;i++) { 823 for (i = range_min; i <= range_max; i++)
824 {
795 sint16 x,y, d; 825 sint16 x, y, d;
796 826
797 /* We can't use absdir here, because it never returns 827 /* 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 828 * 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 829 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 830 * to hit that person.
801 */ 831 */
802 d = dir + i; 832 d = dir + i;
803 while (d < 0) d+=8; 833 while (d < 0)
804 while (d > 8) d-=8; 834 d += 8;
835 while (d > 8)
836 d -= 8;
805 837
806 /* If it's not a rune, we don't want to blast the caster. 838 /* 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, 839 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 840 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 841 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 842 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 843 * for the rune code.
812 */ 844 */
813 if (caster->type != RUNE && d==0) { 845 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 846 {
815 else continue; 847 if (dir != 0)
816 } 848 d = 8;
849 else
850 continue;
851 }
817 852
818 x = op->x+freearr_x[d]; 853 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 854 y = op->y + freearr_y[d];
820 855
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 856 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 857 continue;
823 858
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 860 continue;
826 861
827 success=1; 862 success = 1;
828 tmp=arch_to_object(spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 864 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 867 tmp->attacktype = spell->attacktype;
835 868
836 /* holy word stuff */ 869 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 871 if (!tailor_god_spell (tmp, op))
839 } 872 return 0;
840 873
841 if(dir) 874 if (dir)
842 tmp->stats.sp=dir; 875 tmp->stats.sp = dir;
843 else 876 else
844 tmp->stats.sp=i; 877 tmp->stats.sp = i;
845 878
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 879 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 880
848 /* If casting it in all directions, it doesn't go as far */ 881 /* If casting it in all directions, it doesn't go as far */
849 if (dir == 0) { 882 if (dir == 0)
883 {
850 tmp->range /= 4; 884 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 885 if (tmp->range < 2 && spell->range >= 2)
852 } 886 tmp->range = 2;
887 }
888
853 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 889 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 890 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 891
856 /* Special bonus for fear attacks */ 892 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 893 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 894 {
859 else 895 if (caster->type == PLAYER)
896 tmp->duration += fear_bonus[caster->stats.Cha];
897 else
860 tmp->duration += caster->level/3; 898 tmp->duration += caster->level / 3;
861 } 899 }
900
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 901 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 902 {
864 else 903 if (caster->type == PLAYER)
904 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
905 else
865 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
866 } 907 }
867 908
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
870 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
871 spell->other_arch->name);
872 911
873 if (!tmp->move_on && tmp->stats.dam) { 912 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 913 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);
879 914
915 m->insert (tmp, sx, sy, op);
916
880 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
881 * a single space too many times. 918 * a single space too many times.
882 */ 919 */
883 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
884 921
885 if(tmp->other_arch) cone_drop(tmp); 922 if (tmp->other_arch)
923 cone_drop (tmp);
886 } 924 }
925
887 return success; 926 return success;
888} 927}
889 928
890/**************************************************************************** 929/****************************************************************************
891 * 930 *
892 * BOMB related code 931 * BOMB related code
893 * 932 *
894 ****************************************************************************/ 933 ****************************************************************************/
895 934
896
897/* This handles an exploding bomb. 935/* This handles an exploding bomb.
898 * op is the original bomb object. 936 * op is the original bomb object.
899 */ 937 */
938void
900void animate_bomb(object *op) { 939animate_bomb (object *op)
940{
901 int i; 941 int i;
902 object *env, *tmp; 942 object *env, *tmp;
903 archetype *at;
904 943
905 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 945 return;
907 946
908 env = object_get_env_recursive(op); 947 env = object_get_env_recursive (op);
909 948
910 if (op->env) { 949 if (op->env)
950 {
911 if (env->map == NULL) 951 if (env->map == NULL)
912 return; 952 return;
913 953
914 if (env->type == PLAYER) 954 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 955 esrv_del_item (env->contr, op->count);
916 956
917 remove_ob(op); 957 if (!(op = op->insert_at (env, op)))
918 op->x = env->x; 958 return;
919 op->y = env->y; 959 }
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 960
961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
962 // on a safe map. I don't like this special casing, but it seems to be neccessary
963 // as bombs can be carried.
964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
965 {
966 op->destroy ();
921 return; 967 return;
922 } 968 }
923 969
924 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 972 * so just set up the appropriate values.
927 */ 973 */
928 at = find_archetype(SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
929 if (at) { 975 {
930 for(i=1;i<9;i++) { 976 for (i = 1; i < 9; i++)
977 {
931 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
932 continue; 979 continue;
980
933 tmp = arch_to_object(at); 981 tmp = arch_to_object (at);
934 tmp->direction = i; 982 tmp->direction = i;
935 tmp->range = op->range; 983 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 985 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 987 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 988 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 989 tmp->skill = op->skill;
942 tmp->skill = add_refcount(op->skill); 990
991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
992 SET_ANIMATION (tmp, i);
993
994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
995 move_bullet (tmp);
996 }
943 } 997 }
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 }
952 998
953 explode_bullet(op); 999 explode_bullet (op);
954} 1000}
955 1001
1002int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1003create_bomb (object *op, object *caster, int dir, object *spell)
1004{
957 1005
958 object *tmp; 1006 object *tmp;
959 int mflags; 1007 int mflags;
960 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1008 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
961 mapstruct *m; 1009 maptile *m;
962 1010
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1011 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)) { 1012 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1013 {
965 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
966 return 0; 1015 return 0;
967 } 1016 }
968 tmp=arch_to_object(spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
969 1018
970 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
975 1024
976 set_owner(tmp,op); 1025 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1027
979 tmp->y=dy; 1028 m->insert (tmp, dx, dy, op);
980 insert_ob_in_map(tmp,m,op,0);
981 return 1; 1029 return 1;
982} 1030}
983 1031
984/**************************************************************************** 1032/****************************************************************************
985 * 1033 *
986 * smite related spell code. 1034 * smite related spell code.
994 * dir is the direction to look in. 1042 * dir is the direction to look in.
995 * range is how far out to look. 1043 * range is how far out to look.
996 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
997 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
998 */ 1046 */
999 1047object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1048get_pointed_target (object *op, int dir, int range, int type)
1049{
1001 object *target; 1050 object *target;
1002 sint16 x,y; 1051 sint16 x, y;
1003 int dist, mflags; 1052 int dist, mflags;
1004 mapstruct *mp; 1053 maptile *mp;
1005 1054
1006 if (dir==0) return NULL; 1055 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; 1056 return NULL;
1028}
1029 1057
1058 for (dist = 1; dist < range; dist++)
1059 {
1060 x = op->x + freearr_x[dir] * dist;
1061 y = op->y + freearr_y[dir] * dist;
1062 mp = op->map;
1063 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1064
1065 if (mflags & P_OUT_OF_MAP)
1066 return NULL;
1067 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1068 return NULL;
1069 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1070 return NULL;
1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1072 return NULL;
1073
1074 if (mflags & P_IS_ALIVE)
1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1077 return target;
1078 }
1079
1080 return NULL;
1081}
1030 1082
1031/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1033 * usual params - 1085 * usual params -
1034 * op = player 1086 * op = player
1035 * caster = object casting the spell. 1087 * caster = object casting the spell.
1036 * dir = direction being cast 1088 * dir = direction being cast
1037 * spell = spell object 1089 * spell = spell object
1038 */ 1090 */
1039 1091
1092int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{
1041 object *effect, *target; 1095 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1096 object *god = find_god (determine_god (op));
1043 int range; 1097 int range;
1044 1098
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1099 range = spell->range + SP_level_range_adjust (caster, spell);
1046 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1100 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1047 1101
1048 /* Bunch of conditions for casting this spell. Note that only 1102 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1103 * require a god if this is a cleric spell (requires grace).
1050 * This makes this spell much more general purpose - it can be used 1104 * 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 1105 * by wizards also, which is good, because I think this is a very
1052 * interesting spell. 1106 * interesting spell.
1053 * if it is a cleric spell, you need a god, and the creature 1107 * if it is a cleric spell, you need a god, and the creature
1054 * can't be friendly to your god. 1108 * can't be friendly to your god.
1055 */ 1109 */
1056 1110
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1112 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1113 || (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))) { 1114 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1116 return 0;
1063 } 1117 }
1064 1118
1065 if (spell->other_arch) 1119 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1120 effect = arch_to_object (spell->other_arch);
1067 else 1121 else
1068 return 0; 1122 return 0;
1069 1123
1070 /* tailor the effect by priest level and worshipped God */ 1124 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1125 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1126 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 {
1074 if(tailor_god_spell(effect,op)) 1129 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1130 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 { 1131 else
1132 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1134 return 0;
1080 } 1135 }
1081 } 1136 }
1082 1137
1083 /* size of the area of destruction */ 1138 /* size of the area of destruction */
1084 effect->range=spell->range + 1139 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1140 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1141
1089 if (effect->attacktype & AT_DEATH) { 1142 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1143 {
1091 SP_level_dam_adjust(caster,spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1145
1093 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1148 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1149 if (random_roll (0, 2, op, PREFER_LOW))
1150 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1152 effect->x = op->x;
1098 effect->y=op->y; 1153 effect->y = op->y;
1099 } else { 1154 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1155 else
1101 query_name(target)); 1156 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1158 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1159 effect->destroy ();
1104 return 0; 1160 return 0;
1161 }
1162 }
1105 } 1163 }
1106 } 1164 else
1107 } else { 1165 {
1108 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1167 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1168 }
1112 1169
1113 set_owner(effect,op); 1170 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1115 1172
1116 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1174 effect->insert_at (target, op);
1118 effect->y=target->y; 1175
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1; 1176 return 1;
1122} 1177}
1123 1178
1124 1179
1125/**************************************************************************** 1180/****************************************************************************
1126 * 1181 *
1128 * note that the fire_bullet is used to fire the missile. The 1183 * note that the fire_bullet is used to fire the missile. The
1129 * code here is just to move the missile. 1184 * code here is just to move the missile.
1130 ****************************************************************************/ 1185 ****************************************************************************/
1131 1186
1132/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1188void
1133void move_missile(object *op) { 1189move_missile (object *op)
1190{
1134 int i, mflags; 1191 int i, mflags;
1135 object *owner; 1192 object *owner;
1136 sint16 new_x, new_y; 1193 sint16 new_x, new_y;
1137 mapstruct *m; 1194 maptile *m;
1138 1195
1139 if (op->range-- <=0) { 1196 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1197 {
1198 op->destroy ();
1199 return;
1200 }
1144 1201
1145 owner = get_owner(op); 1202 owner = op->owner;
1146#if 0 1203#if 0
1147 /* It'd make things nastier if this wasn't here - spells cast by 1204 /* It'd make things nastier if this wasn't here - spells cast by
1148 * monster that are then killed would continue to survive 1205 * monster that are then killed would continue to survive
1149 */ 1206 */
1150 if (owner == NULL) { 1207 if (owner == NULL)
1151 remove_ob(op); 1208 {
1152 free_object(op); 1209 op->destroy ();
1153 return; 1210 return;
1154 } 1211 }
1155#endif 1212#endif
1156 1213
1157 new_x = op->x + DIRX(op); 1214 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1215 new_y = op->y + DIRY (op);
1159 1216
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1161 1218
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)))) { 1219 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; 1220 {
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1221 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1222 /* Basically, missile only hits one thing then goes away.
1167 * we need to remove it if someone hasn't already done so. 1223 * we need to remove it if someone hasn't already done so.
1168 */ 1224 */
1169 if ( ! was_destroyed (op, tag)) { 1225 if (!op->destroyed ())
1170 remove_ob (op); 1226 op->destroy ();
1171 free_object(op);
1172 }
1173 return;
1174 }
1175 1227
1176 remove_ob(op); 1228 return;
1229 }
1230
1231 op->remove ();
1232
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1234 {
1181 op->x = new_x; 1235 op->destroy ();
1182 op->y = new_y; 1236 return;
1183 op->map = m; 1237 }
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1238
1239 i = spell_find_dir (m, new_x, new_y, op->owner);
1185 if(i > 0 && i != op->direction){ 1240 if (i > 0 && i != op->direction)
1241 {
1186 op->direction=i; 1242 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1188 } 1244 }
1189 insert_ob_in_map(op,op->map,op,0); 1245
1246 m->insert (op, new_x, new_y, op);
1190} 1247}
1191 1248
1192/**************************************************************************** 1249/****************************************************************************
1193 * Destruction 1250 * Destruction
1194 ****************************************************************************/ 1251 ****************************************************************************/
1252
1195/* make_object_glow() - currently only makes living objects glow. 1253/* make_object_glow() - currently only makes living objects glow.
1196 * we do this by creating a force and inserting it in the 1254 * we do this by creating a force and inserting it in the
1197 * object. if time is 0, the object glows permanently. To truely 1255 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1256 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1257 * give them the capability to have an inventory. b.t.
1200 */ 1258 */
1201 1259
1260int
1202int make_object_glow(object *op, int radius, int time) { 1261make_object_glow (object *op, int radius, int time)
1262{
1203 object *tmp; 1263 object *tmp;
1204 1264
1205 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1267 return 0;
1208 1268
1209 tmp=get_archetype(FORCE_NAME); 1269 tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1271 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1273 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1274 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1275 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1276
1217 tmp->x=op->x; 1277 tmp->x = op->x;
1218 tmp->y=op->y; 1278 tmp->y = op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1279 if (tmp->speed < MIN_ACTIVE_SPEED)
1280 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1281 tmp = insert_ob_in_ob (tmp, op);
1221 if (tmp->glow_radius > op->glow_radius) 1282 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1283 op->glow_radius = tmp->glow_radius;
1223 1284
1224 if(!tmp->env||op!=tmp->env) { 1285 if (!tmp->env || op != tmp->env)
1286 {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1226 op->name); 1288 return 0;
1227 return 0;
1228 } 1289 }
1229 return 1; 1290 return 1;
1230} 1291}
1231 1292
1232 1293int
1233
1234
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1294cast_destruction (object *op, object *caster, object *spell_ob)
1295{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1297 sint16 sx, sy;
1238 mapstruct *m; 1298 maptile *m;
1239 object *tmp; 1299 object *tmp;
1240 const char *skill; 1300 const char *skill;
1241 1301
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1302 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1303 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1304 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1305 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1306 friendly = 1;
1246 1307
1247 /* destruction doesn't use another spell object, so we need 1308 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1309 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1310 * 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 1311 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1312 * the full share string/free_string route.
1252 */ 1313 */
1253 skill = op->skill; 1314 skill = op->skill;
1315 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1316 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1317 else if (caster->skill)
1318 op->skill = caster->skill;
1319 else
1256 else op->skill = NULL; 1320 op->skill = NULL;
1257 1321
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1259 1323
1260 for(i= -range; i<range; i++) { 1324 for (i = -range; i < range; i++)
1325 {
1261 for(j=-range; j<range ; j++) { 1326 for (j = -range; j < range; j++)
1327 {
1262 m = op->map; 1328 m = op->map;
1263 sx = op->x + i; 1329 sx = op->x + i;
1264 sy = op->y + j; 1330 sy = op->y + j;
1331
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1333 if (mflags & P_OUT_OF_MAP)
1334 continue;
1335
1267 if (mflags & P_IS_ALIVE) { 1336 if (mflags & P_IS_ALIVE)
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1337 {
1338 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1340 break;
1271 if (tmp) {
1272 if (tmp->head) tmp=tmp->head;
1273 1341
1342 if (tmp)
1343 {
1344 if (tmp->head)
1345 tmp = tmp->head;
1346
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1347 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1349 {
1350 if (spell_ob->subtype == SP_DESTRUCTION)
1351 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1353 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1280 tmp->x = sx; 1355 }
1281 tmp->y = sy; 1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1282 insert_ob_in_map(tmp, m, op, 0); 1357 {
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) { 1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1288 object *effect = arch_to_object(spell_ob->other_arch); 1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1289 effect->x = sx; 1360 }
1290 effect->y = sy; 1361 }
1291 insert_ob_in_map(effect, m, op, 0); 1362 }
1292 } 1363 }
1293 } 1364 }
1294 }
1295 }
1296 } 1365 }
1297 } 1366
1298 }
1299 op->skill = skill; 1367 op->skill = skill;
1300 return 1; 1368 return 1;
1301} 1369}
1302 1370
1303/*************************************************************************** 1371/***************************************************************************
1304 * 1372 *
1305 * CURSE 1373 * CURSE
1306 * 1374 *
1307 ***************************************************************************/ 1375 ***************************************************************************/
1308 1376
1377int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1378cast_curse (object *op, object *caster, object *spell_ob, int dir)
1379{
1310 object *god = find_god(determine_god(op)); 1380 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1381 object *tmp, *force;
1312 1382
1313 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1383 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1384 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1385 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1387 return 0;
1388 }
1320 1389
1321 /* If we've already got a force of this type, don't add a new one. */ 1390 /* 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) { 1391 for (force = tmp->inv; force != NULL; force = force->below)
1392 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 {
1324 if (force->name == spell_ob->name) { 1395 if (force->name == spell_ob->name)
1325 break; 1396 {
1326 } 1397 break;
1398 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1399 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1400 {
1329 "You can not cast %s while %s is in effect", 1401 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); 1402 return 0;
1331 return 0; 1403 }
1404 }
1332 } 1405 }
1333 }
1334 }
1335 1406
1336 if(force==NULL) { 1407 if (force == NULL)
1408 {
1337 force=get_archetype(FORCE_NAME); 1409 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1410 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1411 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1412 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 { 1413 else
1414 force->name = spell_ob->name;
1415
1416 force->name_pl = spell_ob->name;
1417
1418 }
1419 else
1420 {
1348 int duration; 1421 int duration;
1349 1422
1350 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1423 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 if (duration > force->duration) { 1424 if (duration > force->duration)
1425 {
1352 force->duration = duration; 1426 force->duration = duration;
1353 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1427 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1354 } else { 1428 }
1429 else
1430 {
1355 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1356 } 1432 }
1357 return 1; 1433 return 1;
1358 } 1434 }
1359 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 force->speed = 1.0; 1436 force->speed = 1.f;
1361 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1362 SET_FLAG(force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1363 1439
1364 if(god) { 1440 if (god)
1441 {
1365 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1443 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1444 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1445 force->path_denied = god->path_denied;
1369 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1446 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); 1447 }
1371 } else 1448 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1450
1374 1451
1375 if(tmp!=op && op->type==PLAYER) 1452 if (tmp != op && op->type == PLAYER)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1453 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1377 1454
1378 force->stats.ac = spell_ob->stats.ac; 1455 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1456 force->stats.wc = spell_ob->stats.wc;
1380 1457
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1458 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1459 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1460 tmp->update_stats ();
1384 return 1; 1461 return 1;
1385 1462
1386} 1463}
1387
1388 1464
1389/********************************************************************** 1465/**********************************************************************
1390 * mood change 1466 * mood change
1391 * Arguably, this may or may not be an attack spell. But since it 1467 * 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 1468 * effects monsters, it seems best to put it into this file
1393 ***********************************************************************/ 1469 ***********************************************************************/
1394 1470
1395/* This covers the various spells that change the moods of monsters - 1471/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1472 * makes them angry, peacful, friendly, etc.
1397 */ 1473 */
1474int
1398int mood_change(object *op, object *caster, object *spell) { 1475mood_change (object *op, object *caster, object *spell)
1476{
1399 object *tmp, *god, *head; 1477 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1478 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1479 sint16 x, y, nx, ny;
1402 mapstruct *m; 1480 maptile *m;
1403 const char *race; 1481 const char *race;
1404 1482
1405 /* We precompute some values here so that we don't have to keep 1483 /* We precompute some values here so that we don't have to keep
1406 * doing it over and over again. 1484 * doing it over and over again.
1407 */ 1485 */
1408 god=find_god(determine_god(op)); 1486 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1487 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1488 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1489
1412 /* On the bright side, no monster should ever have a race of GOD_... 1490 /* 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 1491 * so even if the player doesn't worship a god, if race=GOD_.., it
1414 * won't ever match anything. 1492 * won't ever match anything.
1415 */ 1493 */
1416 if (!spell->race) race=NULL; 1494 if (!spell->race)
1495 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1496 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1497 race = god->slaying;
1418 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1498 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1499 race = god->race;
1500 else
1419 else race = spell->race; 1501 race = spell->race;
1420
1421 1502
1422 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1504 for (y = op->y - range; y <= op->y + range; y++)
1424 1505 {
1425 done_one=0; 1506 done_one = 0;
1426 m = op->map; 1507 m = op->map;
1427 nx = x; 1508 nx = x;
1428 ny = y; 1509 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1511 if (mflags & P_OUT_OF_MAP)
1512 continue;
1431 1513
1432 /* If there is nothing living on this space, no need to go further */ 1514 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1515 if (!(mflags & P_IS_ALIVE))
1516 continue;
1434 1517
1518 // players can only affect spaces that they can actually see
1519 if (caster && caster->contr
1520 && caster->contr->visibility_at (m, nx, ny) < 70)
1521 continue;
1522
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1523 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1525 break;
1437 1526
1438 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1528 if (!tmp || tmp->type == PLAYER)
1529 continue;
1440 1530
1441 /* Only the head has meaningful data, so resolve to that */ 1531 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1532 if (tmp->head)
1443 else head=tmp; 1533 head = tmp->head;
1534 else
1535 head = tmp;
1444 1536
1445 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1537 /* 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; 1538 if (race && head->race && !strstr (race, head->race))
1539 continue;
1540
1447 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1542 continue;
1448 1543
1449 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1545 best_at = -1;
1451 if (spell->attacktype) { 1546 if (spell->attacktype)
1547 {
1452 for (at=0; at < NROFATTACKS; at++) 1548 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1549 if (spell->attacktype & (1 << at))
1454 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1550 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1551 best_at = at;
1455 1552
1456 if (best_at == -1) at=0; 1553 if (best_at == -1)
1554 at = 0;
1457 else { 1555 else
1556 {
1458 if (head->resist[best_at] == 100) continue; 1557 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1558 continue;
1460 } 1559 else
1560 at = head->resist[best_at] / 5;
1561 }
1461 at -= level / 5; 1562 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1563 if (did_make_save (head, head->level, at))
1463 } 1564 continue;
1565 }
1464 else /* spell->attacktype */ 1566 else /* spell->attacktype */
1567 {
1465 /* 1568 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving: 1569 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go 1570 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1571 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469 1572
1470 The chance will then be in the range [20-70] percent, not too bad. 1573 The chance will then be in the range [20-70] percent, not too bad.
1471 1574
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can 1575 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster... 1576 charm a level 125 monster...
1474 1577
1475 Ryo, august 14th 1578 Ryo, august 14th
1476 */ 1579 */
1477 {
1478 if ( head->level > level ) continue; 1580 if (head->level > level)
1581 continue;
1582
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1583 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1480 /* Failed, no effect */ 1584 /* Failed, no effect */
1481 continue; 1585 continue;
1482 } 1586 }
1483 1587
1484 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1485 1589
1486 /* aggravation */ 1590 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1592 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1594 remove_friendly_object (head);
1595 done_one = 1;
1596 head->enemy = op;
1597 }
1491 1598
1492 done_one = 1;
1493 head->enemy = op;
1494 }
1495
1496 /* calm monsters */ 1599 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1600 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1601 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1602 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1603 head->enemy = NULL;
1500 done_one = 1; 1604 done_one = 1;
1501 } 1605 }
1502 1606
1503 /* berserk monsters */ 1607 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1609 {
1505 SET_FLAG(head, FLAG_BERSERK); 1610 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1611 done_one = 1;
1507 } 1612 }
1613
1508 /* charm */ 1614 /* charm */
1509 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1510 SET_FLAG(head, FLAG_FRIENDLY); 1616 {
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1617 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 Typical use case is charm, go somwhere, use aggravation to make hostile. 1618 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. */ 1619 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1620 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1621 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1622 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1623 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1624 head->attack_movement = PETMOVE;
1519 done_one = 1; 1625 done_one = 1;
1520 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1626 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1521 head->stats.exp = 0; 1627 head->stats.exp = 0;
1522 } 1628 }
1523 1629
1524 /* If a monster was effected, put an effect in */ 1630 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1631 if (done_one && spell->other_arch)
1526 tmp = arch_to_object(spell->other_arch); 1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1527 tmp->x = nx; 1633 } /* for y */
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 }
1531 } /* for y */
1532 1634
1533 return 1; 1635 return 1;
1534} 1636}
1535 1637
1536 1638
1537/* Move_ball_spell: This handles ball type spells that just sort of wander 1639/* 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 1640 * about. was called move_ball_lightning, but since more than the ball
1539 * lightning spell used it, that seemed misnamed. 1641 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1642 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1643 * note that duration is handled by process_object() in time.c
1542 */ 1644 */
1543 1645
1646void
1544void move_ball_spell(object *op) { 1647move_ball_spell (object *op)
1648{
1545 int i,j,dam_save,dir, mflags; 1649 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1650 sint16 nx, ny, hx, hy;
1547 object *owner; 1651 object *owner;
1548 mapstruct *m; 1652 maptile *m;
1549 1653
1550 owner = get_owner(op); 1654 owner = op->owner;
1551 1655
1552 /* the following logic makes sure that the ball doesn't move into a wall, 1656 /* 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 1657 * 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 1658 * 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 1659 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1660 * deviations.
1557 */ 1661 */
1558 1662
1559 dir = 0; 1663 dir = 0;
1560 if(!(rndm(0, 3))) 1664 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1665 j = rndm (0, 1);
1562 else j=0; 1666 else
1667 j = 0;
1563 1668
1564 for(i = 1; i < 9; i++) { 1669 for (i = 1; i < 9; i++)
1670 {
1565 /* i bit 0: alters sign of offset 1671 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1672 * other bits (i / 2): absolute value of offset
1567 */ 1673 */
1568 1674
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1675 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1676 int tmpdir = absdir (op->direction + offset);
1571 1677
1572 nx = op->x + freearr_x[tmpdir]; 1678 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1679 ny = op->y + freearr_y[tmpdir];
1574 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1680 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)))) { 1681 {
1576 dir = tmpdir; 1682 dir = tmpdir;
1577 break; 1683 break;
1578 } 1684 }
1579 } 1685 }
1580 if (dir == 0) { 1686 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1687 {
1688 nx = op->x;
1689 ny = op->y;
1690 m = op->map;
1691 }
1585 1692
1586 remove_ob(op); 1693 m->insert (op, nx, ny, op);
1587 op->y=ny; 1694
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 1695 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1696 surrounding squares */
1593 1697
1594 /* loop over current square and neighbors to hit. 1698 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1700 * the surround spaces.
1597 */ 1701 */
1598 for(j=0;j<9;j++) { 1702 for (j = 0; j < 9; j++)
1599 object *new_ob; 1703 {
1600
1601 hx = nx+freearr_x[j]; 1704 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1705 hy = ny + freearr_y[j];
1603 1706
1604 m = op->map; 1707 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1709
1607 if (mflags & P_OUT_OF_MAP) continue; 1710 if (mflags & P_OUT_OF_MAP)
1711 continue;
1608 1712
1609 /* first, don't ever, ever hit the owner. Don't hit out 1713 /* first, don't ever, ever hit the owner. Don't hit out
1610 * of the map either. 1714 * of the map either.
1611 */ 1715 */
1612 1716
1613 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1717 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; 1718 {
1719 if (j)
1720 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1721 hit_map (op, j, op->attacktype, 1);
1616 1722
1617 } 1723 }
1618 1724
1619 /* insert the other arch */ 1725 /* insert the other arch */
1620 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1726 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); 1727 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 } 1728 }
1627 1729
1628 /* restore to the center location and damage*/ 1730 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1731 op->stats.dam = dam_save;
1630 1732
1631 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1733 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1632 1734
1633 if(i>=0) { /* we have a preferred direction! */ 1735 if (i >= 0)
1736 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1737 /* 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 || 1738 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))) { 1739 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1741
1639 op->direction=i; 1742 op->direction = i;
1640 } 1743 }
1641} 1744}
1642 1745
1643 1746
1644/* move_swarm_spell: peterm 1747/* move_swarm_spell: peterm
1647 * is a special type of object that casts swarms of other types 1750 * 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 1751 * 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. 1752 * from a set of squares surrounding the caster, in a given direction.
1650 */ 1753 */
1651 1754
1755void
1652void move_swarm_spell(object *op) 1756move_swarm_spell (object *op)
1653{ 1757{
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 1758#if 0
1676 // this is bogus: it causes wrong places to be checked below 1759 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 1760 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 1761 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1762 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1763 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 1764#endif
1765 int basedir;
1766 object *owner;
1723 1767
1768 owner = op->owner;
1769 if (op->duration == 0 || owner == NULL)
1770 {
1771 op->destroy ();
1772 return;
1773 }
1774
1775 op->duration--;
1776
1777 basedir = op->direction;
1778 if (basedir == 0)
1779 {
1780 /* spray in all directions! 8) */
1781 basedir = rndm (1, 8);
1782 }
1783
1784#if 0
1785 // this is bogus: it causes wrong places to be checked below
1786 // (a wall 2 cells away will block the effect...) and
1787 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1788 // space.
1789 // should be fixed later, but correctness before features...
1790 // (schmorp)
1791
1792 /* new offset calculation to make swarm element distribution
1793 * more uniform
1794 */
1795 if (op->duration)
1796 {
1797 if (basedir & 1)
1798 {
1799 adjustdir = cardinal_adjust[rndm (0, 8)];
1800 }
1801 else
1802 {
1803 adjustdir = diagonal_adjust[rndm (0, 9)];
1804 }
1805 }
1806 else
1807 {
1808 adjustdir = 0; /* fire the last one from forward. */
1809 }
1810
1811 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1812 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1813
1814 /* back up one space so we can hit point-blank targets, but this
1815 * necessitates extra out_of_map check below
1816 */
1817 origin_x = target_x - freearr_x[basedir];
1818 origin_y = target_y - freearr_y[basedir];
1819
1820
1724 /* spell pointer is set up for the spell this casts. Since this 1821 /* spell pointer is set up for the spell this casts. Since this
1725 * should just be a pointer to the spell in some inventory, 1822 * should just be a pointer to the spell in some inventory,
1726 * it is unlikely to disappear by the time we need it. However, 1823 * it is unlikely to disappear by the time we need it. However,
1727 * do some sanity checking anyways. 1824 * do some sanity checking anyways.
1728 */ 1825 */
1826
1827 if (op->spell && op->spell->type == SPELL &&
1828 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1829 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1830 {
1831
1832 /* Bullet spells have a bunch more customization that needs to be done */
1833 if (op->spell->subtype == SP_BULLET)
1834 fire_bullet (owner, op, basedir, op->spell);
1835 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1836 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1837 }
1838#endif
1839
1840 /* spell pointer is set up for the spell this casts. Since this
1841 * should just be a pointer to the spell in some inventory,
1842 * it is unlikely to disappear by the time we need it. However,
1843 * do some sanity checking anyways.
1844 */
1845
1730 if (op->spell && op->spell->type == SPELL) 1846 if (op->spell && op->spell->type == SPELL)
1731 { 1847 {
1732 /* Bullet spells have a bunch more customization that needs to be done */ 1848 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET) 1849 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1850 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1851 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1852 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1737 } 1853 }
1738} 1854}
1739 1855
1740 1856
1741 1857
1742 1858
1750 * dir: the direction everything will be fired in 1866 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1867 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1868 * n: the number to be fired.
1753 */ 1869 */
1754 1870
1871int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1872fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1873{
1757 object *tmp; 1874 object *tmp;
1758 int i; 1875 int i;
1759 1876
1760 if (!spell->other_arch) return 0; 1877 if (!spell->other_arch)
1878 return 0;
1761 1879
1762 tmp=get_archetype(SWARM_SPELL); 1880 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.*/ 1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1766 set_spell_skill(op, caster, spell, tmp); 1882 set_spell_skill (op, caster, spell, tmp);
1767 1883
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1884 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1885 tmp->spell = arch_to_object (spell->other_arch);
1770 1886
1771 tmp->attacktype = tmp->spell->attacktype; 1887 tmp->attacktype = tmp->spell->attacktype;
1772 1888
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1774 if ( ! tailor_god_spell (tmp, op)) 1890 if (!tailor_god_spell (tmp, op))
1775 return 1; 1891 return 1;
1776 } 1892
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1893 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1894 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1896
1781 tmp->direction=dir; 1897 tmp->direction = dir;
1782 tmp->invisible=1; 1898 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 1899
1900 tmp->insert_at (op, op);
1784 return 1; 1901 return 1;
1785} 1902}
1786 1903
1787 1904
1788/* See the spells documentation file for why this is its own 1905/* See the spells documentation file for why this is its own
1789 * function. 1906 * function.
1790 */ 1907 */
1908int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1909cast_light (object *op, object *caster, object *spell, int dir)
1910{
1792 object *target=NULL,*tmp=NULL; 1911 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 1912 sint16 x, y;
1794 int dam, mflags; 1913 int dam, mflags;
1795 mapstruct *m; 1914 maptile *m;
1796 1915
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 1917
1799 if(!dir) { 1918 if (!dir)
1919 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1920 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 1921 return 0;
1802 } 1922 }
1803 1923
1804 x=op->x+freearr_x[dir]; 1924 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 1925 y = op->y + freearr_y[dir];
1806 m = op->map; 1926 m = op->map;
1807 1927
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 1928 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 1929
1810 if (mflags & P_OUT_OF_MAP) { 1930 if (mflags & P_OUT_OF_MAP)
1931 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1932 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 1933 return 0;
1813 } 1934 }
1814 1935
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 1936 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 1937 {
1938 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1939 if (QUERY_FLAG (target, FLAG_MONSTER))
1940 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 1941 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 1942 if (target->head)
1943 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 1944 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 1945 return 1; /* one success only! */
1946 }
1822 } 1947 }
1823 }
1824 1948
1825 /* no live target, perhaps a wall is in the way? */ 1949 /* no live target, perhaps a wall is in the way? */
1826 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1950 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1951 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1952 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1828 return 0; 1953 return 0;
1829 } 1954 }
1830 1955
1831 /* ok, looks groovy to just insert a new light on the map */ 1956 /* ok, looks groovy to just insert a new light on the map */
1832 tmp=arch_to_object(spell->other_arch); 1957 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 1958 if (!tmp)
1959 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1960 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 1961 return 0;
1836 } 1962 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1963 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 1964 if (tmp->glow_radius)
1965 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1966 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; 1967 if (tmp->glow_radius > MAX_LIGHT_RADII)
1968 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 1969 }
1842 tmp->x=x; 1970
1843 tmp->y=y; 1971 m->insert (tmp, x, y, op);
1844 insert_ob_in_map(tmp,m,op,0);
1845 return 1; 1972 return 1;
1846} 1973}
1847 1974
1848 1975
1849 1976
1850 1977
1853 * op is the player/monster, caster is the object, dir is the direction 1980 * 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 1981 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 1982 * perhaps this should actually be in disease.c?
1856 */ 1983 */
1857 1984
1985int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1986cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{
1859 sint16 x,y; 1988 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 1989 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 1990 object *walk;
1862 mapstruct *m; 1991 maptile *m;
1863 1992
1864 x = op->x; 1993 x = op->x;
1865 y = op->y; 1994 y = op->y;
1866 1995
1867 /* If casting from a scroll, no direction will be available, so refer to the 1996 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 1997 * direction the player is pointing.
1869 */ 1998 */
1999 if (!dir)
1870 if (!dir) dir=op->facing; 2000 dir = op->facing;
2001 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2002 return 0; /* won't find anything if casting on ourself, so just return */
1872 2003
1873 /* Calculate these once here */ 2004 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 2005 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 2006 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 2007 dur_mod = SP_level_duration_adjust (caster, spell);
1877 2008
1878 /* search in a line for a victim */ 2009 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 2010 for (i = 1; i < range; i++)
2011 {
1880 x = op->x + i * freearr_x[dir]; 2012 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2013 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2014 m = op->map;
1883 2015
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2016 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2017
1886 if (mflags & P_OUT_OF_MAP) return 0; 2018 if (mflags & P_OUT_OF_MAP)
2019 return 0;
1887 2020
1888 /* don't go through walls - presume diseases are airborne */ 2021 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2022 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2023 return 0;
1890 2024
1891 /* Only bother looking on this space if there is something living here */ 2025 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 2026 if (mflags & P_IS_ALIVE)
2027 {
1893 /* search this square for a victim */ 2028 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2029 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 */ 2030 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2031 { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch); 2032 object *disease = arch_to_object (spell->other_arch);
1897 2033
1898 set_owner(disease,op); 2034 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 2035 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2036 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2037 disease->level = caster_level (caster, spell);
1902 2038
1903 /* do level adjustments */ 2039 /* do level adjustments */
1904 if(disease->stats.wc) 2040 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2041 disease->stats.wc += dur_mod / 2;
1906 2042
1907 if(disease->magic> 0) 2043 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2044 disease->magic += dur_mod / 4;
1909 2045
1910 if(disease->stats.maxhp>0) 2046 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2047 disease->stats.maxhp += dur_mod;
1912 2048
1913 if(disease->stats.maxgrace>0) 2049 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2050 disease->stats.maxgrace += dur_mod;
1915 2051
1916 if(disease->stats.dam) { 2052 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2053 {
1918 disease->stats.dam += dam_mod; 2054 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2055 disease->stats.dam += dam_mod;
1920 } 2056 else
2057 disease->stats.dam -= dam_mod;
2058 }
1921 2059
1922 if(disease->last_sp) { 2060 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2061 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2062 disease->last_sp -= 2 * dam_mod;
1925 } 2063 if (disease->last_sp < 1)
2064 disease->last_sp = 1;
2065 }
1926 2066
1927 if(disease->stats.maxsp) { 2067 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2068 {
1929 disease->stats.maxsp += dam_mod; 2069 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2070 disease->stats.maxsp += dam_mod;
1931 } 2071 else
1932 2072 disease->stats.maxsp -= dam_mod;
2073 }
2074
1933 if(disease->stats.ac) 2075 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2076 disease->stats.ac += dam_mod;
1935 2077
1936 if(disease->last_eat) 2078 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2079 disease->last_eat -= dam_mod;
1938 2080
1939 if(disease->stats.hp) 2081 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2082 disease->stats.hp -= dam_mod;
1941 2083
1942 if(disease->stats.sp) 2084 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2085 disease->stats.sp -= dam_mod;
1944 2086
1945 if(infect_object(walk,disease,1)) { 2087 if (infect_object (walk, disease, 1))
1946 object *flash; /* visual effect for inflicting disease */ 2088 {
1947
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2090
1950 free_object(disease); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1952 flash->x = x; 2093 return 1;
1953 flash->y = y; 2094 }
1954 flash->map = walk->map; 2095
1955 insert_ob_in_map(flash,walk->map,op,0); 2096 disease->destroy ();
1956 return 1; 2097 }
1957 } 2098 } /* if living creature */
1958 free_object(disease); 2099 } /* for range of spaces */
1959 } 2100
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2101 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2102 return 1;
1964} 2103}

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