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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 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 1.2 2006/08/15 15:00:20 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;
409 } 426 }
410 427
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.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 432 {
413 remove_ob (op); 433 op->destroy ();
414 free_object (op); 434 return;
435 }
436
437 if (op->attacktype)
438 {
439 hit_map (op, 0, op->attacktype, 1);
440 if (op->destroyed ())
415 return; 441 return;
416 } 442 }
417 443
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
426 446
427 copy_owner (tmp, op); 447 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 448 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 449
431 owner = get_owner(op); 450 owner = op->owner;
451
432 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))
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 453 {
438 tmp->x = op->x; 454 op->destroy ();
439 tmp->y = op->y; 455 return;
456 }
440 457
441 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
460 {
443 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 462 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 463 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 464 tmp->duration = op->duration;
447 } else { 465 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 466 else
467 {
468 if (op->attacktype & AT_MAGIC)
469 tmp->attacktype |= AT_MAGIC;
470
449 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
453 /* 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 -
454 * the count of the parent should work fine. 476 * the count of the parent should work fine.
455 */ 477 */
456 tmp->stats.maxhp = op->count; 478 tmp->stats.maxhp = op->count;
457 } 479 }
458 480
459 /* Set direction of cone explosion */ 481 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 482 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
462 484
463 /* Prevent recursion */ 485 /* Prevent recursion */
464 op->move_on = 0; 486 op->move_on = 0;
465 487
466 insert_ob_in_map(tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
467 /* remove the firebullet */ 489 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 490 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 491}
473
474
475 492
476/* 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
477 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
478 */ 495 */
479 496void
480void check_bullet(object *op) 497check_bullet (object *op)
481{ 498{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 499 object *tmp;
484 int dam, mflags; 500 int dam, mflags;
485 mapstruct *m; 501 maptile *m;
486 sint16 sx, sy; 502 sint16 sx, sy;
487 503
488 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);
489 505
490 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)))
491 return; 507 return;
492 508
493 if (op->other_arch) { 509 if (op->other_arch)
510 {
494 /* explode object will also remove op */ 511 /* explode object will also remove op */
495 explode_bullet (op); 512 explode_bullet (op);
496 return; 513 return;
497 } 514 }
498 515
499 /* 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 */
500 if (!(mflags & P_IS_ALIVE)) return; 517 if (!(mflags & P_IS_ALIVE))
518 return;
501 519
502 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)
503 { 521 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 523 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 526 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 528 {
512 free_object(op); 529 op->destroy ();
513 return; 530 return;
514 } 531 }
515 } 532 }
516 } 533 }
517 } 534 }
518} 535}
519
520 536
521/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 538 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
525 */ 541 */
526 542void
527void move_bullet(object *op) 543move_bullet (object *op)
528{ 544{
529 sint16 new_x, new_y; 545 sint16 new_x, new_y;
530 int mflags; 546 int mflags;
531 mapstruct *m; 547 maptile *m;
532 548
533#if 0 549#if 0
534 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
535 551
536 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 554 if (op->stats.sp == SP_METEOR)
555 {
539 replace_insert_ob_in_map("fire_trail",op); 556 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
541 return; 558 return;
542 } /* end addition. */ 559 } /* end addition. */
543#endif 560#endif
544 561
545 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 563 if (--op->range <= 0)
564 {
547 if (op->other_arch) { 565 if (op->other_arch)
548 explode_bullet (op); 566 explode_bullet (op);
549 } else { 567 else
550 remove_ob (op); 568 op->destroy ();
551 free_object (op); 569
552 }
553 return; 570 return;
554 } 571 }
555 572
556 new_x = op->x + DIRX(op); 573 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 574 new_y = op->y + DIRY (op);
558 m = op->map; 575 m = op->map;
559 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);
560 577
561 if (mflags & P_OUT_OF_MAP) { 578 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 579 {
563 free_object (op); 580 op->destroy ();
564 return; 581 return;
565 } 582 }
566 583
567 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 {
568 if (op->other_arch) { 586 if (op->other_arch)
569 explode_bullet (op); 587 explode_bullet (op);
570 } else { 588 else
571 remove_ob (op); 589 op->destroy ();
572 free_object (op); 590
573 }
574 return; 591 return;
575 } 592 }
576 593
577 remove_ob (op); 594 if (!(op = m->insert (op, new_x, new_y, op)))
578 op->x = new_x;
579 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
581 return; 595 return;
582 596
583 if (reflwall (op->map, op->x, op->y, op)) { 597 if (reflwall (op->map, op->x, op->y, op))
598 {
584 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 600 update_turn_face (op);
586 } else { 601 }
602 else
587 check_bullet (op); 603 check_bullet (op);
588 }
589} 604}
590
591
592
593 605
594/* fire_bullet 606/* fire_bullet
595 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
598 * spob->attacktype. 610 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
600 * pointers. 612 * pointers.
601 */ 613 */
602 614int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 615fire_bullet (object *op, object *caster, int dir, object *spob)
616{
604 object *tmp=NULL; 617 object *tmp = NULL;
605 int mflags; 618 int mflags;
606 619
607 if (!spob->other_arch) 620 if (!spob->other_arch)
608 return 0; 621 return 0;
609 622
610 tmp=arch_to_object(spob->other_arch); 623 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 624 if (tmp == NULL)
612 return 0; 625 return 0;
613 626
614 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
615 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);
616 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 630 if (spob->slaying)
631 tmp->slaying = spob->slaying;
618 632
619 tmp->range = 50; 633 tmp->range = 50;
620 634
621 /* Need to store duration/range for the ball to use */ 635 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 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);
625 639
626 tmp->direction=dir; 640 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 642 SET_ANIMATION (tmp, dir);
629 643
630 set_owner(tmp,op); 644 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
632 646
633 tmp->x=op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 649 tmp->map = op->map;
636 650
651 maptile *newmap;
637 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);
638 if (mflags & P_OUT_OF_MAP) { 653 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 654 {
655 tmp->destroy ();
656 return 0;
657 }
658
659 tmp->map = newmap;
660
642 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 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 664 {
665 tmp->destroy ();
645 return 0; 666 return 0;
646 } 667 }
647 tmp->x=op->x; 668
648 tmp->y=op->y; 669 tmp->x = op->x;
670 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 671 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 672 tmp->map = op->map;
651 } 673 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 674
675 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 676 check_bullet (tmp);
654 } 677
655 return 1; 678 return 1;
656} 679}
657
658
659
660 680
661/***************************************************************************** 681/*****************************************************************************
662 * 682 *
663 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
664 * 684 *
665 *****************************************************************************/ 685 *****************************************************************************/
666 686
667
668/* 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
669void cone_drop(object *op) { 689cone_drop (object *op)
690{
670 object *new_ob = arch_to_object(op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
671 692
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 693 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 694 new_ob->set_owner (op->owner);
676 695
677 /* preserve skill ownership */ 696 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 697 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 698 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 699
681 } 700 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 701}
685 702
686/* 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 */
687 704
705void
688void move_cone(object *op) { 706move_cone (object *op)
707{
689 int i; 708 int i;
690 tag_t tag;
691 709
692 /* 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 */
693 if (! op->map) { 711 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 } 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 }
700 717
701 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
720 {
703 hit_map(op,0,op->attacktype,0); 721 hit_map (op, 0, op->attacktype, 0);
704 return; 722 return;
705 } 723 }
706 724
707#if 0 725#if 0
708 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 727 * when their cone dies when they die.
710 */ 728 */
711 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 730 if (op->owner == NULL)
713 remove_ob(op); 731 {
714 free_object(op); 732 op->destroy ();
715 return; 733 return;
716 } 734 }
717#endif 735#endif
718 736
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 737 hit_map (op, 0, op->attacktype, 0);
721 738
722 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
724 * degree. 741 * degree.
725 */ 742 */
743 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 744 check_spell_knockback (op);
727 745
728 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
747 return;
748
749 if ((op->duration--) < 0)
750 {
751 op->destroy ();
729 return; 752 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 753 }
736 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 755 * any further. When the duration above expires,
738 * then the object will get removed. 756 * then the object will get removed.
739 */ 757 */
740 if (--op->range < 0) { 758 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 759 {
760 op->range = 0; /* just so it doesn't wrap */
761 return;
762 }
744 763
745 for(i= -1;i<2;i++) { 764 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 765 {
747 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)];
748 767
749 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))
750 object *tmp=get_object(); 769 {
751 copy_object(op, tmp); 770 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 771
755 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
756 773
757 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 776
760 if (tmp->other_arch) cone_drop(tmp); 777 op->map->insert (tmp, x, y, op);
761 } 778
779 if (tmp->other_arch)
780 cone_drop (tmp);
781 }
762 } 782 }
763} 783}
764 784
765/* cast_cone: casts a cone spell. 785/* cast_cone: casts a cone spell.
766 * op: person firing the object. 786 * op: person firing the object.
768 * dir: direction to fire in. 788 * dir: direction to fire in.
769 * 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
770 * to fire. 790 * to fire.
771 * returns 0 on failure, 1 on success. 791 * returns 0 on failure, 1 on success.
772 */ 792 */
793int
773int cast_cone(object *op, object *caster,int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
774{ 795{
775 object *tmp; 796 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 797 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 798 maptile *m;
778 sint16 sx, sy; 799 sint16 sx, sy;
779 MoveType movetype; 800 MoveType movetype;
780 801
781 if (!spell->other_arch) return 0; 802 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 803 return 0;
804
805 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 806 {
807 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
808 return 0;
809 }
789 810
790 if(!dir) { 811 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 812 {
813 range_min = 0;
814 range_max = 8;
815 }
794 816
795 /* 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
796 * 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
797 * insert it into is blocked. 819 * insert it into is blocked.
798 */ 820 */
799 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
800 822
801 for(i=range_min;i<=range_max;i++) { 823 for (i = range_min; i <= range_max; i++)
824 {
802 sint16 x,y, d; 825 sint16 x, y, d;
803 826
804 /* We can't use absdir here, because it never returns 827 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 828 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 829 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 830 * to hit that person.
808 */ 831 */
809 d = dir + i; 832 d = dir + i;
810 while (d < 0) d+=8; 833 while (d < 0)
811 while (d > 8) d-=8; 834 d += 8;
835 while (d > 8)
836 d -= 8;
812 837
813 /* 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.
814 * In that case, we have to see - if dir is specified, 839 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 840 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 841 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 842 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 843 * for the rune code.
819 */ 844 */
820 if (caster->type != RUNE && d==0) { 845 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 846 {
822 else continue; 847 if (dir != 0)
823 } 848 d = 8;
849 else
850 continue;
851 }
824 852
825 x = op->x+freearr_x[d]; 853 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 854 y = op->y + freearr_y[d];
827 855
828 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)
829 continue; 857 continue;
830 858
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 860 continue;
833 861
834 success=1; 862 success = 1;
835 tmp=arch_to_object(spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 864 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 867 tmp->attacktype = spell->attacktype;
842 868
843 /* holy word stuff */ 869 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 871 if (!tailor_god_spell (tmp, op))
846 } 872 return 0;
847 873
848 if(dir) 874 if (dir)
849 tmp->stats.sp=dir; 875 tmp->stats.sp = dir;
850 else 876 else
851 tmp->stats.sp=i; 877 tmp->stats.sp = i;
852 878
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 879 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 880
855 /* 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 */
856 if (dir == 0) { 882 if (dir == 0)
883 {
857 tmp->range /= 4; 884 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 885 if (tmp->range < 2 && spell->range >= 2)
859 } 886 tmp->range = 2;
887 }
888
860 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);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 890 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 891
863 /* Special bonus for fear attacks */ 892 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 893 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 894 {
866 else 895 if (caster->type == PLAYER)
896 tmp->duration += fear_bonus[caster->stats.Cha];
897 else
867 tmp->duration += caster->level/3; 898 tmp->duration += caster->level / 3;
868 } 899 }
900
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 901 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 902 {
871 else 903 if (caster->type == PLAYER)
904 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
905 else
872 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
873 } 907 }
874 908
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
877 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);
878 spell->other_arch->name);
879 911
880 if (!tmp->move_on && tmp->stats.dam) { 912 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 914
915 m->insert (tmp, sx, sy, op);
916
887 /* 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
888 * a single space too many times. 918 * a single space too many times.
889 */ 919 */
890 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
891 921
892 if(tmp->other_arch) cone_drop(tmp); 922 if (tmp->other_arch)
923 cone_drop (tmp);
893 } 924 }
925
894 return success; 926 return success;
895} 927}
896 928
897/**************************************************************************** 929/****************************************************************************
898 * 930 *
899 * BOMB related code 931 * BOMB related code
900 * 932 *
901 ****************************************************************************/ 933 ****************************************************************************/
902 934
903
904/* This handles an exploding bomb. 935/* This handles an exploding bomb.
905 * op is the original bomb object. 936 * op is the original bomb object.
906 */ 937 */
938void
907void animate_bomb(object *op) { 939animate_bomb (object *op)
940{
908 int i; 941 int i;
909 object *env, *tmp; 942 object *env, *tmp;
910 archetype *at;
911 943
912 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 945 return;
914 946
915 env = object_get_env_recursive(op); 947 env = object_get_env_recursive (op);
916 948
917 if (op->env) { 949 if (op->env)
950 {
918 if (env->map == NULL) 951 if (env->map == NULL)
919 return; 952 return;
920 953
921 if (env->type == PLAYER) 954 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 955 esrv_del_item (env->contr, op->count);
923 956
924 remove_ob(op); 957 if (!(op = op->insert_at (env, op)))
925 op->x = env->x; 958 return;
926 op->y = env->y; 959 }
927 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 ();
928 return; 967 return;
929 } 968 }
930 969
931 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 972 * so just set up the appropriate values.
934 */ 973 */
935 at = find_archetype(SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 975 {
937 for(i=1;i<9;i++) { 976 for (i = 1; i < 9; i++)
977 {
938 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]))
939 continue; 979 continue;
980
940 tmp = arch_to_object(at); 981 tmp = arch_to_object (at);
941 tmp->direction = i; 982 tmp->direction = i;
942 tmp->range = op->range; 983 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 985 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 987 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 988 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 989 tmp->skill = op->skill;
949 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 }
950 } 997 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i);
953 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0);
956 move_bullet(tmp);
957 }
958 }
959 998
960 explode_bullet(op); 999 explode_bullet (op);
961} 1000}
962 1001
1002int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1003create_bomb (object *op, object *caster, int dir, object *spell)
1004{
964 1005
965 object *tmp; 1006 object *tmp;
966 int mflags; 1007 int mflags;
967 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];
968 mapstruct *m; 1009 maptile *m;
969 1010
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1011 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 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 {
972 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.");
973 return 0; 1015 return 0;
974 } 1016 }
975 tmp=arch_to_object(spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
976 1018
977 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 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);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
982 1024
983 set_owner(tmp,op); 1025 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1027
986 tmp->y=dy; 1028 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1029 return 1;
989} 1030}
990 1031
991/**************************************************************************** 1032/****************************************************************************
992 * 1033 *
993 * smite related spell code. 1034 * smite related spell code.
1001 * dir is the direction to look in. 1042 * dir is the direction to look in.
1002 * range is how far out to look. 1043 * range is how far out to look.
1003 * 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.
1004 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1005 */ 1046 */
1006 1047object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1048get_pointed_target (object *op, int dir, int range, int type)
1049{
1008 object *target; 1050 object *target;
1009 sint16 x,y; 1051 sint16 x, y;
1010 int dist, mflags; 1052 int dist, mflags;
1011 mapstruct *mp; 1053 maptile *mp;
1012 1054
1013 if (dir==0) return NULL; 1055 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1056 return NULL;
1035}
1036 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}
1037 1082
1038/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1040 * usual params - 1085 * usual params -
1041 * op = player 1086 * op = player
1042 * caster = object casting the spell. 1087 * caster = object casting the spell.
1043 * dir = direction being cast 1088 * dir = direction being cast
1044 * spell = spell object 1089 * spell = spell object
1045 */ 1090 */
1046 1091
1092int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{
1048 object *effect, *target; 1095 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1096 object *god = find_god (determine_god (op));
1050 int range; 1097 int range;
1051 1098
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1099 range = spell->range + SP_level_range_adjust (caster, spell);
1053 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);
1054 1101
1055 /* Bunch of conditions for casting this spell. Note that only 1102 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1103 * require a god if this is a cleric spell (requires grace).
1057 * 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
1058 * 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
1059 * interesting spell. 1106 * interesting spell.
1060 * 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
1061 * can't be friendly to your god. 1108 * can't be friendly to your god.
1062 */ 1109 */
1063 1110
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1112 || (!god && spell->stats.grace)
1066 ||(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)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1114 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1116 return 0;
1070 } 1117 }
1071 1118
1072 if (spell->other_arch) 1119 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1120 effect = arch_to_object (spell->other_arch);
1074 else 1121 else
1075 return 0; 1122 return 0;
1076 1123
1077 /* tailor the effect by priest level and worshipped God */ 1124 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1125 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1126 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 {
1081 if(tailor_god_spell(effect,op)) 1129 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1131 else
1132 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1134 return 0;
1087 } 1135 }
1088 } 1136 }
1089 1137
1090 /* size of the area of destruction */ 1138 /* size of the area of destruction */
1091 effect->range=spell->range + 1139 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1140 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1141
1096 if (effect->attacktype & AT_DEATH) { 1142 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1143 {
1098 SP_level_dam_adjust(caster,spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1145
1100 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1148 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1149 if (random_roll (0, 2, op, PREFER_LOW))
1150 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1152 effect->x = op->x;
1105 effect->y=op->y; 1153 effect->y = op->y;
1106 } else { 1154 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1155 else
1108 query_name(target)); 1156 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1158 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1159 effect->destroy ();
1111 return 0; 1160 return 0;
1161 }
1162 }
1112 } 1163 }
1113 } 1164 else
1114 } else { 1165 {
1115 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1167 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1168 }
1119 1169
1120 set_owner(effect,op); 1170 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1122 1172
1123 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1174 effect->insert_at (target, op);
1125 effect->y=target->y; 1175
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1176 return 1;
1129} 1177}
1130 1178
1131 1179
1132/**************************************************************************** 1180/****************************************************************************
1133 * 1181 *
1135 * 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
1136 * code here is just to move the missile. 1184 * code here is just to move the missile.
1137 ****************************************************************************/ 1185 ****************************************************************************/
1138 1186
1139/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1188void
1140void move_missile(object *op) { 1189move_missile (object *op)
1190{
1141 int i, mflags; 1191 int i, mflags;
1142 object *owner; 1192 object *owner;
1143 sint16 new_x, new_y; 1193 sint16 new_x, new_y;
1144 mapstruct *m; 1194 maptile *m;
1145 1195
1146 if (op->range-- <=0) { 1196 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1197 {
1198 op->destroy ();
1199 return;
1200 }
1151 1201
1152 owner = get_owner(op); 1202 owner = op->owner;
1153#if 0 1203#if 0
1154 /* 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
1155 * monster that are then killed would continue to survive 1205 * monster that are then killed would continue to survive
1156 */ 1206 */
1157 if (owner == NULL) { 1207 if (owner == NULL)
1158 remove_ob(op); 1208 {
1159 free_object(op); 1209 op->destroy ();
1160 return; 1210 return;
1161 } 1211 }
1162#endif 1212#endif
1163 1213
1164 new_x = op->x + DIRX(op); 1214 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1215 new_y = op->y + DIRY (op);
1166 1216
1167 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);
1168 1218
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((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))))
1171 tag_t tag = op->count; 1220 {
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1221 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1222 /* Basically, missile only hits one thing then goes away.
1174 * 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.
1175 */ 1224 */
1176 if ( ! was_destroyed (op, tag)) { 1225 if (!op->destroyed ())
1177 remove_ob (op); 1226 op->destroy ();
1178 free_object(op);
1179 }
1180 return;
1181 }
1182 1227
1183 remove_ob(op); 1228 return;
1229 }
1230
1231 op->remove ();
1232
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1234 {
1188 op->x = new_x; 1235 op->destroy ();
1189 op->y = new_y; 1236 return;
1190 op->map = m; 1237 }
1191 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);
1192 if(i > 0 && i != op->direction){ 1240 if (i > 0 && i != op->direction)
1241 {
1193 op->direction=i; 1242 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1195 } 1244 }
1196 insert_ob_in_map(op,op->map,op,0); 1245
1246 m->insert (op, new_x, new_y, op);
1197} 1247}
1198 1248
1199/**************************************************************************** 1249/****************************************************************************
1200 * Destruction 1250 * Destruction
1201 ****************************************************************************/ 1251 ****************************************************************************/
1252
1202/* make_object_glow() - currently only makes living objects glow. 1253/* make_object_glow() - currently only makes living objects glow.
1203 * 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
1204 * object. if time is 0, the object glows permanently. To truely 1255 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1256 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1257 * give them the capability to have an inventory. b.t.
1207 */ 1258 */
1208 1259
1260int
1209int make_object_glow(object *op, int radius, int time) { 1261make_object_glow (object *op, int radius, int time)
1262{
1210 object *tmp; 1263 object *tmp;
1211 1264
1212 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1267 return 0;
1215 1268
1216 tmp=get_archetype(FORCE_NAME); 1269 tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1271 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1273 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1274 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1275 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1276
1224 tmp->x=op->x; 1277 tmp->x = op->x;
1225 tmp->y=op->y; 1278 tmp->y = op->y;
1226 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 */
1227 tmp=insert_ob_in_ob(tmp,op); 1281 tmp = insert_ob_in_ob (tmp, op);
1228 if (tmp->glow_radius > op->glow_radius) 1282 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1283 op->glow_radius = tmp->glow_radius;
1230 1284
1231 if(!tmp->env||op!=tmp->env) { 1285 if (!tmp->env || op != tmp->env)
1286 {
1232 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);
1233 op->name); 1288 return 0;
1234 return 0;
1235 } 1289 }
1236 return 1; 1290 return 1;
1237} 1291}
1238 1292
1239 1293int
1240
1241
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1294cast_destruction (object *op, object *caster, object *spell_ob)
1295{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1297 sint16 sx, sy;
1245 mapstruct *m; 1298 maptile *m;
1246 object *tmp; 1299 object *tmp;
1247 const char *skill; 1300 const char *skill;
1248 1301
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1302 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 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);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1304 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1305 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1306 friendly = 1;
1253 1307
1254 /* destruction doesn't use another spell object, so we need 1308 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1309 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1310 * We do some shortcuts here - since this is just temporary
1257 * 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
1258 * the full share string/free_string route. 1312 * the full share string/free_string route.
1259 */ 1313 */
1260 skill = op->skill; 1314 skill = op->skill;
1315 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1316 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1317 else if (caster->skill)
1318 op->skill = caster->skill;
1319 else
1263 else op->skill = NULL; 1320 op->skill = NULL;
1264 1321
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1266 1323
1267 for(i= -range; i<range; i++) { 1324 for (i = -range; i < range; i++)
1325 {
1268 for(j=-range; j<range ; j++) { 1326 for (j = -range; j < range; j++)
1327 {
1269 m = op->map; 1328 m = op->map;
1270 sx = op->x + i; 1329 sx = op->x + i;
1271 sy = op->y + j; 1330 sy = op->y + j;
1331
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1333 if (mflags & P_OUT_OF_MAP)
1334 continue;
1335
1274 if (mflags & P_IS_ALIVE) { 1336 if (mflags & P_IS_ALIVE)
1275 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)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1340 break;
1278 if (tmp) {
1279 if (tmp->head) tmp=tmp->head;
1280 1341
1342 if (tmp)
1343 {
1344 if (tmp->head)
1345 tmp = tmp->head;
1346
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1347 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1349 {
1350 if (spell_ob->subtype == SP_DESTRUCTION)
1351 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1353 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1287 tmp->x = sx; 1355 }
1288 tmp->y = sy; 1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1289 insert_ob_in_map(tmp, m, op, 0); 1357 {
1290 }
1291 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1293 tmp->resist[ATNR_MAGIC]!=100) {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1296 effect->x = sx; 1360 }
1297 effect->y = sy; 1361 }
1298 insert_ob_in_map(effect, m, op, 0); 1362 }
1299 } 1363 }
1300 } 1364 }
1301 }
1302 }
1303 } 1365 }
1304 } 1366
1305 }
1306 op->skill = skill; 1367 op->skill = skill;
1307 return 1; 1368 return 1;
1308} 1369}
1309 1370
1310/*************************************************************************** 1371/***************************************************************************
1311 * 1372 *
1312 * CURSE 1373 * CURSE
1313 * 1374 *
1314 ***************************************************************************/ 1375 ***************************************************************************/
1315 1376
1377int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1378cast_curse (object *op, object *caster, object *spell_ob, int dir)
1379{
1317 object *god = find_god(determine_god(op)); 1380 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1381 object *tmp, *force;
1319 1382
1320 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);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1384 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1385 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1387 return 0;
1388 }
1327 1389
1328 /* 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. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1391 for (force = tmp->inv; force != NULL; force = force->below)
1392 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 {
1331 if (force->name == spell_ob->name) { 1395 if (force->name == spell_ob->name)
1332 break; 1396 {
1333 } 1397 break;
1398 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1399 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1400 {
1336 "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);
1337 spell_ob->name, force->name_pl); 1402 return 0;
1338 return 0; 1403 }
1404 }
1339 } 1405 }
1340 }
1341 }
1342 1406
1343 if(force==NULL) { 1407 if (force == NULL)
1408 {
1344 force=get_archetype(FORCE_NAME); 1409 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1410 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name);
1347 if (spell_ob->race) 1411 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1412 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1413 else
1414 force->name = spell_ob->name;
1415
1416 force->name_pl = spell_ob->name;
1417
1418 }
1419 else
1420 {
1355 int duration; 1421 int duration;
1356 1422
1357 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;
1358 if (duration > force->duration) { 1424 if (duration > force->duration)
1425 {
1359 force->duration = duration; 1426 force->duration = duration;
1360 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.");
1361 } else { 1428 }
1429 else
1430 {
1362 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.");
1363 } 1432 }
1364 return 1; 1433 return 1;
1365 } 1434 }
1366 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;
1367 force->speed = 1.0; 1436 force->speed = 1.f;
1368 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1369 SET_FLAG(force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1370 1439
1371 if(god) { 1440 if (god)
1441 {
1372 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1443 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1444 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1445 force->path_denied = god->path_denied;
1376 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);
1377 "You are a victim of %s's curse!",god->name); 1447 }
1378 } else 1448 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1450
1381 1451
1382 if(tmp!=op && op->type==PLAYER) 1452 if (tmp != op && op->type == PLAYER)
1383 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);
1384 1454
1385 force->stats.ac = spell_ob->stats.ac; 1455 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1456 force->stats.wc = spell_ob->stats.wc;
1387 1457
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1458 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1459 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1460 tmp->update_stats ();
1391 return 1; 1461 return 1;
1392 1462
1393} 1463}
1394
1395 1464
1396/********************************************************************** 1465/**********************************************************************
1397 * mood change 1466 * mood change
1398 * 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
1399 * effects monsters, it seems best to put it into this file 1468 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/ 1469 ***********************************************************************/
1401 1470
1402/* This covers the various spells that change the moods of monsters - 1471/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1472 * makes them angry, peacful, friendly, etc.
1404 */ 1473 */
1474int
1405int mood_change(object *op, object *caster, object *spell) { 1475mood_change (object *op, object *caster, object *spell)
1476{
1406 object *tmp, *god, *head; 1477 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1478 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1479 sint16 x, y, nx, ny;
1409 mapstruct *m; 1480 maptile *m;
1410 const char *race; 1481 const char *race;
1411 1482
1412 /* 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
1413 * doing it over and over again. 1484 * doing it over and over again.
1414 */ 1485 */
1415 god=find_god(determine_god(op)); 1486 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1487 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1488 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1489
1419 /* 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_...
1420 * 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
1421 * won't ever match anything. 1492 * won't ever match anything.
1422 */ 1493 */
1423 if (!spell->race) race=NULL; 1494 if (!spell->race)
1495 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1496 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1497 race = god->slaying;
1425 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
1426 else race = spell->race; 1501 race = spell->race;
1427
1428 1502
1429 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1504 for (y = op->y - range; y <= op->y + range; y++)
1431 1505 {
1432 done_one=0; 1506 done_one = 0;
1433 m = op->map; 1507 m = op->map;
1434 nx = x; 1508 nx = x;
1435 ny = y; 1509 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1511 if (mflags & P_OUT_OF_MAP)
1512 continue;
1438 1513
1439 /* 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 */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1515 if (!(mflags & P_IS_ALIVE))
1516 continue;
1441 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
1442 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)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1525 break;
1444 1526
1445 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1528 if (!tmp || tmp->type == PLAYER)
1529 continue;
1447 1530
1448 /* Only the head has meaningful data, so resolve to that */ 1531 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1532 if (tmp->head)
1450 else head=tmp; 1533 head = tmp->head;
1534 else
1535 head = tmp;
1451 1536
1452 /* 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 */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1538 if (race && head->race && !strstr (race, head->race))
1539 continue;
1540
1454 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;
1455 1543
1456 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1545 best_at = -1;
1458 if (spell->attacktype) { 1546 if (spell->attacktype)
1547 {
1459 for (at=0; at < NROFATTACKS; at++) 1548 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1549 if (spell->attacktype & (1 << at))
1461 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;
1462 1552
1463 if (best_at == -1) at=0; 1553 if (best_at == -1)
1554 at = 0;
1464 else { 1555 else
1556 {
1465 if (head->resist[best_at] == 100) continue; 1557 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1558 continue;
1467 } 1559 else
1560 at = head->resist[best_at] / 5;
1561 }
1468 at -= level / 5; 1562 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1563 if (did_make_save (head, head->level, at))
1470 } 1564 continue;
1565 }
1471 else /* spell->attacktype */ 1566 else /* spell->attacktype */
1567 {
1472 /* 1568 /*
1473 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:
1474 * if spell level < monster level, no go 1570 * if spell level < monster level, no go
1475 * 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 ) )
1476 1572
1477 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.
1478 1574
1479 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
1480 charm a level 125 monster... 1576 charm a level 125 monster...
1481 1577
1482 Ryo, august 14th 1578 Ryo, august 14th
1483 */ 1579 */
1484 {
1485 if ( head->level > level ) continue; 1580 if (head->level > level)
1581 continue;
1582
1486 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))))
1487 /* Failed, no effect */ 1584 /* Failed, no effect */
1488 continue; 1585 continue;
1489 } 1586 }
1490 1587
1491 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1492 1589
1493 /* aggravation */ 1590 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1592 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1594 remove_friendly_object (head);
1595 done_one = 1;
1596 head->enemy = op;
1597 }
1498 1598
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */ 1599 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1600 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1601 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1602 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1603 head->enemy = NULL;
1507 done_one = 1; 1604 done_one = 1;
1508 } 1605 }
1509 1606
1510 /* berserk monsters */ 1607 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1609 {
1512 SET_FLAG(head, FLAG_BERSERK); 1610 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1611 done_one = 1;
1514 } 1612 }
1613
1515 /* charm */ 1614 /* charm */
1516 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))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1616 {
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1617 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 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.
1520 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. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1620 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1621 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1622 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1623 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1624 head->attack_movement = PETMOVE;
1526 done_one = 1; 1625 done_one = 1;
1527 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);
1528 head->stats.exp = 0; 1627 head->stats.exp = 0;
1529 } 1628 }
1530 1629
1531 /* If a monster was effected, put an effect in */ 1630 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1631 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx; 1633 } /* for y */
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 }
1538 } /* for y */
1539 1634
1540 return 1; 1635 return 1;
1541} 1636}
1542 1637
1543 1638
1544/* 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
1545 * 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
1546 * lightning spell used it, that seemed misnamed. 1641 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1642 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1643 * note that duration is handled by process_object() in time.c
1549 */ 1644 */
1550 1645
1646void
1551void move_ball_spell(object *op) { 1647move_ball_spell (object *op)
1648{
1552 int i,j,dam_save,dir, mflags; 1649 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1650 sint16 nx, ny, hx, hy;
1554 object *owner; 1651 object *owner;
1555 mapstruct *m; 1652 maptile *m;
1556 1653
1557 owner = get_owner(op); 1654 owner = op->owner;
1558 1655
1559 /* 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,
1560 * 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
1561 * victim. The block immediately below more or less chooses a random 1658 * victim. The block immediately below more or less chooses a random
1562 * 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
1563 * deviations. 1660 * deviations.
1564 */ 1661 */
1565 1662
1566 dir = 0; 1663 dir = 0;
1567 if(!(rndm(0, 3))) 1664 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1665 j = rndm (0, 1);
1569 else j=0; 1666 else
1667 j = 0;
1570 1668
1571 for(i = 1; i < 9; i++) { 1669 for (i = 1; i < 9; i++)
1670 {
1572 /* i bit 0: alters sign of offset 1671 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1672 * other bits (i / 2): absolute value of offset
1574 */ 1673 */
1575 1674
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1675 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1676 int tmpdir = absdir (op->direction + offset);
1578 1677
1579 nx = op->x + freearr_x[tmpdir]; 1678 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1679 ny = op->y + freearr_y[tmpdir];
1581 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))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1681 {
1583 dir = tmpdir; 1682 dir = tmpdir;
1584 break; 1683 break;
1585 } 1684 }
1586 } 1685 }
1587 if (dir == 0) { 1686 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1687 {
1688 nx = op->x;
1689 ny = op->y;
1690 m = op->map;
1691 }
1592 1692
1593 remove_ob(op); 1693 m->insert (op, nx, ny, op);
1594 op->y=ny; 1694
1595 op->x=nx;
1596 insert_ob_in_map(op,m,op,0);
1597
1598 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
1599 surrounding squares */ 1696 surrounding squares */
1600 1697
1601 /* loop over current square and neighbors to hit. 1698 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1700 * the surround spaces.
1604 */ 1701 */
1605 for(j=0;j<9;j++) { 1702 for (j = 0; j < 9; j++)
1606 object *new_ob; 1703 {
1607
1608 hx = nx+freearr_x[j]; 1704 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1705 hy = ny + freearr_y[j];
1610 1706
1611 m = op->map; 1707 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1709
1614 if (mflags & P_OUT_OF_MAP) continue; 1710 if (mflags & P_OUT_OF_MAP)
1711 continue;
1615 1712
1616 /* 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
1617 * of the map either. 1714 * of the map either.
1618 */ 1715 */
1619 1716
1620 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)))
1621 if(j) op->stats.dam = dam_save/2; 1718 {
1719 if (j)
1720 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1721 hit_map (op, j, op->attacktype, 1);
1623 1722
1624 } 1723 }
1625 1724
1626 /* insert the other arch */ 1725 /* insert the other arch */
1627 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))))
1628 new_ob = arch_to_object(op->other_arch); 1727 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1629 new_ob->x = hx;
1630 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0);
1632 }
1633 } 1728 }
1634 1729
1635 /* restore to the center location and damage*/ 1730 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1731 op->stats.dam = dam_save;
1637 1732
1638 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);
1639 1734
1640 if(i>=0) { /* we have a preferred direction! */ 1735 if (i >= 0)
1736 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1737 /* pick another direction if the preferred dir is blocked. */
1642 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 ||
1643 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)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1741
1646 op->direction=i; 1742 op->direction = i;
1647 } 1743 }
1648} 1744}
1649 1745
1650 1746
1651/* move_swarm_spell: peterm 1747/* move_swarm_spell: peterm
1654 * 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
1655 * 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
1656 * 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.
1657 */ 1753 */
1658 1754
1755void
1659void move_swarm_spell(object *op) 1756move_swarm_spell (object *op)
1660{ 1757{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1758#if 0
1683 // 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 };
1684 // (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 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1761 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1762 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1763 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1764#endif
1765 int basedir;
1766 object *owner;
1730 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
1731 /* 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
1732 * should just be a pointer to the spell in some inventory, 1822 * should just be a pointer to the spell in some inventory,
1733 * 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,
1734 * do some sanity checking anyways. 1824 * do some sanity checking anyways.
1735 */ 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))))
1736 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
1737 if (op->spell && op->spell->type == SPELL) 1846 if (op->spell && op->spell->type == SPELL)
1738 { 1847 {
1739 /* 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 */
1740 if (op->spell->subtype == SP_BULLET) 1849 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1850 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1851 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 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);
1744 } 1853 }
1745} 1854}
1746 1855
1747 1856
1748 1857
1749 1858
1757 * dir: the direction everything will be fired in 1866 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1867 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1868 * n: the number to be fired.
1760 */ 1869 */
1761 1870
1871int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1872fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1873{
1764 object *tmp; 1874 object *tmp;
1765 int i; 1875 int i;
1766 1876
1767 if (!spell->other_arch) return 0; 1877 if (!spell->other_arch)
1878 return 0;
1768 1879
1769 tmp=get_archetype(SWARM_SPELL); 1880 tmp = get_archetype (SWARM_SPELL);
1770 tmp->x=op->x;
1771 tmp->y=op->y;
1772 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. */
1773 set_spell_skill(op, caster, spell, tmp); 1882 set_spell_skill (op, caster, spell, tmp);
1774 1883
1775 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. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1885 tmp->spell = arch_to_object (spell->other_arch);
1777 1886
1778 tmp->attacktype = tmp->spell->attacktype; 1887 tmp->attacktype = tmp->spell->attacktype;
1779 1888
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1890 if (!tailor_god_spell (tmp, op))
1782 return 1; 1891 return 1;
1783 } 1892
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1893 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1894 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1896
1788 tmp->direction=dir; 1897 tmp->direction = dir;
1789 tmp->invisible=1; 1898 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1899
1900 tmp->insert_at (op, op);
1791 return 1; 1901 return 1;
1792} 1902}
1793 1903
1794 1904
1795/* See the spells documentation file for why this is its own 1905/* See the spells documentation file for why this is its own
1796 * function. 1906 * function.
1797 */ 1907 */
1908int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1909cast_light (object *op, object *caster, object *spell, int dir)
1910{
1799 object *target=NULL,*tmp=NULL; 1911 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1912 sint16 x, y;
1801 int dam, mflags; 1913 int dam, mflags;
1802 mapstruct *m; 1914 maptile *m;
1803 1915
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1917
1806 if(!dir) { 1918 if (!dir)
1919 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1920 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 1921 return 0;
1809 } 1922 }
1810 1923
1811 x=op->x+freearr_x[dir]; 1924 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1925 y = op->y + freearr_y[dir];
1813 m = op->map; 1926 m = op->map;
1814 1927
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1928 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1929
1817 if (mflags & P_OUT_OF_MAP) { 1930 if (mflags & P_OUT_OF_MAP)
1931 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1932 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1933 return 0;
1820 } 1934 }
1821 1935
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1936 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 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)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1939 if (QUERY_FLAG (target, FLAG_MONSTER))
1940 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1941 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1942 if (target->head)
1943 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1944 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1945 return 1; /* one success only! */
1946 }
1829 } 1947 }
1830 }
1831 1948
1832 /* no live target, perhaps a wall is in the way? */ 1949 /* no live target, perhaps a wall is in the way? */
1833 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 {
1834 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.");
1835 return 0; 1953 return 0;
1836 } 1954 }
1837 1955
1838 /* 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 */
1839 tmp=arch_to_object(spell->other_arch); 1957 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1958 if (!tmp)
1959 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1960 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1961 return 0;
1843 } 1962 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1963 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 1964 if (tmp->glow_radius)
1965 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 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;
1848 } 1969 }
1849 tmp->x=x; 1970
1850 tmp->y=y; 1971 m->insert (tmp, x, y, op);
1851 insert_ob_in_map(tmp,m,op,0);
1852 return 1; 1972 return 1;
1853} 1973}
1854 1974
1855 1975
1856 1976
1857 1977
1860 * 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
1861 * 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
1862 * perhaps this should actually be in disease.c? 1982 * perhaps this should actually be in disease.c?
1863 */ 1983 */
1864 1984
1985int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1986cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{
1866 sint16 x,y; 1988 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 1989 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 1990 object *walk;
1869 mapstruct *m; 1991 maptile *m;
1870 1992
1871 x = op->x; 1993 x = op->x;
1872 y = op->y; 1994 y = op->y;
1873 1995
1874 /* 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
1875 * direction the player is pointing. 1997 * direction the player is pointing.
1876 */ 1998 */
1999 if (!dir)
1877 if (!dir) dir=op->facing; 2000 dir = op->facing;
2001 if (!dir)
1878 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 */
1879 2003
1880 /* Calculate these once here */ 2004 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 2005 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 2006 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 2007 dur_mod = SP_level_duration_adjust (caster, spell);
1884 2008
1885 /* search in a line for a victim */ 2009 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 2010 for (i = 1; i < range; i++)
2011 {
1887 x = op->x + i * freearr_x[dir]; 2012 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 2013 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2014 m = op->map;
1890 2015
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2016 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2017
1893 if (mflags & P_OUT_OF_MAP) return 0; 2018 if (mflags & P_OUT_OF_MAP)
2019 return 0;
1894 2020
1895 /* don't go through walls - presume diseases are airborne */ 2021 /* don't go through walls - presume diseases are airborne */
1896 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;
1897 2024
1898 /* 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 */
1899 if (mflags & P_IS_ALIVE) { 2026 if (mflags & P_IS_ALIVE)
2027 {
1900 /* search this square for a victim */ 2028 /* search this square for a victim */
1901 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)
1902 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 */
1903 object *disease = arch_to_object(spell->other_arch); 2032 object *disease = arch_to_object (spell->other_arch);
1904 2033
1905 set_owner(disease,op); 2034 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 2035 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2036 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2037 disease->level = caster_level (caster, spell);
1909 2038
1910 /* do level adjustments */ 2039 /* do level adjustments */
1911 if(disease->stats.wc) 2040 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2041 disease->stats.wc += dur_mod / 2;
1913 2042
1914 if(disease->magic> 0) 2043 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2044 disease->magic += dur_mod / 4;
1916 2045
1917 if(disease->stats.maxhp>0) 2046 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2047 disease->stats.maxhp += dur_mod;
1919 2048
1920 if(disease->stats.maxgrace>0) 2049 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2050 disease->stats.maxgrace += dur_mod;
1922 2051
1923 if(disease->stats.dam) { 2052 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2053 {
1925 disease->stats.dam += dam_mod; 2054 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2055 disease->stats.dam += dam_mod;
1927 } 2056 else
2057 disease->stats.dam -= dam_mod;
2058 }
1928 2059
1929 if(disease->last_sp) { 2060 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2061 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2062 disease->last_sp -= 2 * dam_mod;
1932 } 2063 if (disease->last_sp < 1)
2064 disease->last_sp = 1;
2065 }
1933 2066
1934 if(disease->stats.maxsp) { 2067 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2068 {
1936 disease->stats.maxsp += dam_mod; 2069 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2070 disease->stats.maxsp += dam_mod;
1938 } 2071 else
1939 2072 disease->stats.maxsp -= dam_mod;
2073 }
2074
1940 if(disease->stats.ac) 2075 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2076 disease->stats.ac += dam_mod;
1942 2077
1943 if(disease->last_eat) 2078 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2079 disease->last_eat -= dam_mod;
1945 2080
1946 if(disease->stats.hp) 2081 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2082 disease->stats.hp -= dam_mod;
1948 2083
1949 if(disease->stats.sp) 2084 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2085 disease->stats.sp -= dam_mod;
1951 2086
1952 if(infect_object(walk,disease,1)) { 2087 if (infect_object (walk, disease, 1))
1953 object *flash; /* visual effect for inflicting disease */ 2088 {
1954
1955 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);
1956 2090
1957 free_object(disease); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1959 flash->x = x; 2093 return 1;
1960 flash->y = y; 2094 }
1961 flash->map = walk->map; 2095
1962 insert_ob_in_map(flash,walk->map,op,0); 2096 disease->destroy ();
1963 return 1; 2097 }
1964 } 2098 } /* if living creature */
1965 free_object(disease); 2099 } /* for range of spaces */
1966 } 2100
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2101 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2102 return 1;
1971} 2103}

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