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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.5 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.41 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 1.5 2006/08/26 23:36:34 root 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 copy_object(tmp,new_bolt);
143 145
144 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
150 new_bolt->duration++; 152 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 156 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 158 update_turn_face (new_bolt);
159} 159}
160 160
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
163 */ 163 */
164 164
165void
165void move_bolt(object *op) { 166move_bolt (object *op)
166 object *tmp; 167{
167 int mflags; 168 int mflags;
168 sint16 x, y; 169 sint16 x, y;
169 mapstruct *m; 170 maptile *m;
170 171
171 if(--(op->duration)<0) { 172 if (--op->duration < 0)
172 remove_ob(op);
173 free_object(op);
174 return;
175 } 173 {
174 op->destroy ();
175 return;
176 }
177
176 hit_map(op,0,op->attacktype,1); 178 hit_map (op, 0, op->attacktype, 1);
177 179
178 if(!op->direction) 180 if (!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if(op->direction&1)
211 op->direction=absdir(op->direction+4);
212 else {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return; 181 return;
239 }
240 else { /* Create a copy of this object and put it ahead */
241 tmp=get_object();
242 copy_object(op,tmp);
243 tmp->speed_left= -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */
247 tmp->duration++;
248 182
249 /* New forking code. Possibly create forks of this object 183 if (--op->range < 0)
250 * going off in other directions.
251 */
252
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0; 184 op->range = 0;
260 } /* copy object and move it along */ 185 else
261 } /* 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 */
262} 268}
263 269
264/* fire_bolt 270/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 271 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 272 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 274 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
270 * pointers. 276 * pointers.
271 */ 277 */
272 278int
273int 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{
274 object *tmp=NULL; 281 object *tmp = NULL;
275 int mflags; 282 int mflags;
276 283
277 if (!spob->other_arch) 284 if (!spob->other_arch)
278 return 0; 285 return 0;
279 286
280 tmp=arch_to_object(spob->other_arch); 287 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 288 if (tmp == NULL)
282 return 0; 289 return 0;
283 290
284 /* peterm: level dependency for bolts */ 291 /* peterm: level dependency for bolts */
285 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);
286 tmp->attacktype = spob->attacktype; 293 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 294 if (spob->slaying)
295 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 296 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 298 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 299 tmp->stats.Con = spob->stats.Con;
292 300
293 tmp->direction=dir; 301 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 303 SET_ANIMATION (tmp, dir);
296 304
297 set_owner(tmp,op); 305 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
299 307
300 tmp->x=op->x + DIRX(tmp); 308 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 309 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 310 tmp->map = op->map;
303 311
312 maptile *newmap;
304 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);
305 if (mflags & P_OUT_OF_MAP) { 314 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp);
307 return 0;
308 } 315 {
316 tmp->destroy ();
317 return 0;
318 }
319
320 tmp->map = newmap;
321
309 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 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 325 {
326 tmp->destroy ();
312 return 0; 327 return 0;
313 } 328 }
314 tmp->x=op->x; 329
315 tmp->y=op->y; 330 tmp->x = op->x;
331 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 332 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 333 tmp->map = op->map;
318 } 334 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 337 move_bolt (tmp);
338
321 return 1; 339 return 1;
322} 340}
323
324
325 341
326/*************************************************************************** 342/***************************************************************************
327 * 343 *
328 * BULLET/BALL CODE 344 * BULLET/BALL CODE
329 * 345 *
331 347
332/* expands an explosion. op is a piece of the 348/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 349 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 350 * At least that is what I think this does.
335 */ 351 */
352void
336void explosion(object *op) { 353explosion (object *op)
337 object *tmp; 354{
338 mapstruct *m=op->map; 355 maptile *m = op->map;
339 int i; 356 int i;
340 357
341 if(--(op->duration)<0) { 358 if (--op->duration < 0)
342 remove_ob(op);
343 free_object(op);
344 return;
345 } 359 {
360 op->destroy ();
361 return;
362 }
363
346 hit_map(op,0,op->attacktype,0); 364 hit_map (op, 0, op->attacktype, 0);
347 365
348 if(op->range>0) { 366 if (op->range > 0)
349 for(i=1;i<9;i++) { 367 {
368 for (i = 1; i < 9; i++)
369 {
350 sint16 dx,dy; 370 sint16 dx, dy;
351 371
352 dx=op->x+freearr_x[i]; 372 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 373 dy = op->y + freearr_y[i];
374
354 /* ok_to_put_more already does things like checks for walls, 375 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 376 * out of map, etc.
356 */ 377 */
357 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))
358 tmp=get_object(); 379 {
359 copy_object(op,tmp); 380 object *tmp = op->clone ();
360 tmp->state=0; 381
361 tmp->speed_left= -0.21; 382 tmp->state = 0;
362 tmp->range--; 383 tmp->speed_left = -0.21f;
363 tmp->value=0; 384 tmp->range--;
364 tmp->x=dx; 385 tmp->value = 0;
365 tmp->y=dy; 386
366 insert_ob_in_map(tmp,m,op,0); 387 m->insert (tmp, dx, dy, op);
388 }
389 }
367 } 390 }
368 }
369 }
370} 391}
371
372 392
373/* Causes an object to explode, eg, a firebullet, 393/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 394 * poison cloud ball, etc. op is the object to
375 * explode. 395 * explode.
376 */ 396 */
397void
377void explode_bullet(object *op) 398explode_bullet (object *op)
378{ 399{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 400 object *tmp, *owner;
381 401
382 if (op->other_arch == NULL) { 402 if (op->other_arch == NULL)
403 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 404 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 405 op->destroy ();
385 free_object (op); 406 return;
386 return;
387 } 407 }
388 408
389 if (op->env) { 409 if (op->env)
390 object *env; 410 {
391
392 env = object_get_env_recursive(op); 411 object *env = object_get_env_recursive (op);
393 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 {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op); 415 op->destroy ();
396 free_object (op);
397 return; 416 return;
398 } 417 }
399 remove_ob (op); 418
400 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
401 op->y = env->y; 420 }
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) { 421 else if (out_of_map (op->map, op->x, op->y))
422 {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op); 424 op->destroy ();
406 free_object (op); 425 return;
407 return;
408 } 426 }
409 427
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 { 432 {
415 remove_ob (op); 433 op->destroy ();
416 free_object (op); 434 return;
435 }
436
437 if (op->attacktype)
438 {
439 hit_map (op, 0, op->attacktype, 1);
440 if (op->destroyed ())
417 return; 441 return;
418 } 442 }
419 443
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
428 446
429 copy_owner (tmp, op); 447 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 448 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 449
433 owner = get_owner(op); 450 owner = op->owner;
451
434 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))
435 !tailor_god_spell(tmp, owner)) {
436 remove_ob (op);
437 free_object (op);
438 return;
439 } 453 {
440 tmp->x = op->x; 454 op->destroy ();
441 tmp->y = op->y; 455 return;
456 }
442 457
443 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
460 {
445 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 462 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 463 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 464 tmp->duration = op->duration;
449 } else { 465 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 466 else
467 {
468 if (op->attacktype & AT_MAGIC)
469 tmp->attacktype |= AT_MAGIC;
470
451 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
455 /* 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 -
456 * the count of the parent should work fine. 476 * the count of the parent should work fine.
457 */ 477 */
458 tmp->stats.maxhp = op->count; 478 tmp->stats.maxhp = op->count;
459 } 479 }
460 480
461 /* Set direction of cone explosion */ 481 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 482 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
464 484
465 /* Prevent recursion */ 485 /* Prevent recursion */
466 op->move_on = 0; 486 op->move_on = 0;
467 487
468 insert_ob_in_map(tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
469 /* remove the firebullet */ 489 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 490 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 491}
475
476
477 492
478/* 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
479 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
480 */ 495 */
481 496void
482void check_bullet(object *op) 497check_bullet (object *op)
483{ 498{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 499 object *tmp;
486 int dam, mflags; 500 int dam, mflags;
487 mapstruct *m; 501 maptile *m;
488 sint16 sx, sy; 502 sint16 sx, sy;
489 503
490 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);
491 505
492 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)))
493 return; 507 return;
494 508
495 if (op->other_arch) { 509 if (op->other_arch)
510 {
496 /* explode object will also remove op */ 511 /* explode object will also remove op */
497 explode_bullet (op); 512 explode_bullet (op);
498 return; 513 return;
499 } 514 }
500 515
501 /* 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 */
502 if (!(mflags & P_IS_ALIVE)) return; 517 if (!(mflags & P_IS_ALIVE))
518 return;
503 519
504 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)
505 { 521 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 523 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 526 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 528 {
514 free_object(op); 529 op->destroy ();
515 return; 530 return;
516 } 531 }
517 } 532 }
518 } 533 }
519 } 534 }
520} 535}
521
522 536
523/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 538 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
527 */ 541 */
528 542void
529void move_bullet(object *op) 543move_bullet (object *op)
530{ 544{
531 sint16 new_x, new_y; 545 sint16 new_x, new_y;
532 int mflags; 546 int mflags;
533 mapstruct *m; 547 maptile *m;
534 548
535#if 0 549#if 0
536 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
537 551
538 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 554 if (op->stats.sp == SP_METEOR)
555 {
541 replace_insert_ob_in_map("fire_trail",op); 556 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
543 return; 558 return;
544 } /* end addition. */ 559 } /* end addition. */
545#endif 560#endif
546 561
547 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 563 if (--op->range <= 0)
564 {
549 if (op->other_arch) { 565 if (op->other_arch)
550 explode_bullet (op); 566 explode_bullet (op);
551 } else { 567 else
552 remove_ob (op); 568 op->destroy ();
553 free_object (op); 569
554 }
555 return; 570 return;
556 } 571 }
557 572
558 new_x = op->x + DIRX(op); 573 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 574 new_y = op->y + DIRY (op);
560 m = op->map; 575 m = op->map;
561 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);
562 577
563 if (mflags & P_OUT_OF_MAP) { 578 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 579 {
565 free_object (op); 580 op->destroy ();
566 return; 581 return;
567 } 582 }
568 583
569 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 {
570 if (op->other_arch) { 586 if (op->other_arch)
571 explode_bullet (op); 587 explode_bullet (op);
572 } else { 588 else
573 remove_ob (op); 589 op->destroy ();
574 free_object (op); 590
575 }
576 return; 591 return;
577 } 592 }
578 593
579 remove_ob (op); 594 if (!(op = m->insert (op, new_x, new_y, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 595 return;
584 596
585 if (reflwall (op->map, op->x, op->y, op)) { 597 if (reflwall (op->map, op->x, op->y, op))
598 {
586 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 600 update_turn_face (op);
588 } else { 601 }
602 else
589 check_bullet (op); 603 check_bullet (op);
590 }
591} 604}
592
593
594
595 605
596/* fire_bullet 606/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 610 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
602 * pointers. 612 * pointers.
603 */ 613 */
604 614int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 615fire_bullet (object *op, object *caster, int dir, object *spob)
616{
606 object *tmp=NULL; 617 object *tmp = NULL;
607 int mflags; 618 int mflags;
608 619
609 if (!spob->other_arch) 620 if (!spob->other_arch)
610 return 0; 621 return 0;
611 622
612 tmp=arch_to_object(spob->other_arch); 623 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 624 if (tmp == NULL)
614 return 0; 625 return 0;
615 626
616 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
617 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);
618 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 630 if (spob->slaying)
631 tmp->slaying = spob->slaying;
620 632
621 tmp->range = 50; 633 tmp->range = 50;
622 634
623 /* Need to store duration/range for the ball to use */ 635 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 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);
627 639
628 tmp->direction=dir; 640 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 642 SET_ANIMATION (tmp, dir);
631 643
632 set_owner(tmp,op); 644 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
634 646
635 tmp->x=op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 649 tmp->map = op->map;
638 650
651 maptile *newmap;
639 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);
640 if (mflags & P_OUT_OF_MAP) { 653 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp);
642 return 0;
643 } 654 {
655 tmp->destroy ();
656 return 0;
657 }
658
659 tmp->map = newmap;
660
644 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 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 664 {
665 tmp->destroy ();
647 return 0; 666 return 0;
648 } 667 }
649 tmp->x=op->x; 668
650 tmp->y=op->y; 669 tmp->x = op->x;
670 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 671 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 672 tmp->map = op->map;
653 } 673 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 674
675 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 676 check_bullet (tmp);
656 } 677
657 return 1; 678 return 1;
658} 679}
659
660
661
662 680
663/***************************************************************************** 681/*****************************************************************************
664 * 682 *
665 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
666 * 684 *
667 *****************************************************************************/ 685 *****************************************************************************/
668 686
669
670/* 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
671void cone_drop(object *op) { 689cone_drop (object *op)
690{
672 object *new_ob = arch_to_object(op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
673 692
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 693 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 694 new_ob->set_owner (op->owner);
678 695
679 /* preserve skill ownership */ 696 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 697 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill); 698 new_ob->skill = op->skill;
682 new_ob->skill = add_refcount(op->skill); 699
683 } 700 new_ob->insert_at (op, op);
684 insert_ob_in_map(new_ob,op->map,op,0);
685
686} 701}
687 702
688/* 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 */
689 704
705void
690void move_cone(object *op) { 706move_cone (object *op)
707{
691 int i; 708 int i;
692 tag_t tag;
693 709
694 /* 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 */
695 if (! op->map) { 711 if (!op->map)
696 LOG(llevError,"Tried to move_cone object %s without a map.\n",
697 op->name ? op->name : "unknown");
698 op->speed = 0;
699 update_ob_speed (op);
700 return;
701 } 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 }
702 717
703 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
720 {
705 hit_map(op,0,op->attacktype,0); 721 hit_map (op, 0, op->attacktype, 0);
706 return; 722 return;
707 } 723 }
708 724
709#if 0 725#if 0
710 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 727 * when their cone dies when they die.
712 */ 728 */
713 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 730 if (op->owner == NULL)
715 remove_ob(op); 731 {
716 free_object(op); 732 op->destroy ();
717 return; 733 return;
718 } 734 }
719#endif 735#endif
720 736
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 737 hit_map (op, 0, op->attacktype, 0);
723 738
724 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
726 * degree. 741 * degree.
727 */ 742 */
743 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 744 check_spell_knockback (op);
729 745
730 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
747 return;
748
749 if ((op->duration--) < 0)
750 {
751 op->destroy ();
731 return; 752 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 753 }
738 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 755 * any further. When the duration above expires,
740 * then the object will get removed. 756 * then the object will get removed.
741 */ 757 */
742 if (--op->range < 0) { 758 if (--op->range < 0)
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 } 759 {
760 op->range = 0; /* just so it doesn't wrap */
761 return;
762 }
746 763
747 for(i= -1;i<2;i++) { 764 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 765 {
749 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)];
750 767
751 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))
752 object *tmp=get_object(); 769 {
753 copy_object(op, tmp); 770 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 771
757 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
758 773
759 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 776
762 if (tmp->other_arch) cone_drop(tmp); 777 op->map->insert (tmp, x, y, op);
763 } 778
779 if (tmp->other_arch)
780 cone_drop (tmp);
781 }
764 } 782 }
765} 783}
766 784
767/* cast_cone: casts a cone spell. 785/* cast_cone: casts a cone spell.
768 * op: person firing the object. 786 * op: person firing the object.
770 * dir: direction to fire in. 788 * dir: direction to fire in.
771 * 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
772 * to fire. 790 * to fire.
773 * returns 0 on failure, 1 on success. 791 * returns 0 on failure, 1 on success.
774 */ 792 */
793int
775int cast_cone(object *op, object *caster,int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
776{ 795{
777 object *tmp; 796 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 797 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 798 maptile *m;
780 sint16 sx, sy; 799 sint16 sx, sy;
781 MoveType movetype; 800 MoveType movetype;
782 801
783 if (!spell->other_arch) return 0; 802 if (!spell->other_arch)
784
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
786 op->attacktype & AT_TURN_UNDEAD) {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!");
789 return 0; 803 return 0;
804
805 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
790 } 806 {
807 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
808 return 0;
809 }
791 810
792 if(!dir) { 811 if (!dir)
793 range_min= 0;
794 range_max=8;
795 } 812 {
813 range_min = 0;
814 range_max = 8;
815 }
796 816
797 /* 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
798 * 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
799 * insert it into is blocked. 819 * insert it into is blocked.
800 */ 820 */
801 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
802 822
803 for(i=range_min;i<=range_max;i++) { 823 for (i = range_min; i <= range_max; i++)
824 {
804 sint16 x,y, d; 825 sint16 x, y, d;
805 826
806 /* We can't use absdir here, because it never returns 827 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 828 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 829 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 830 * to hit that person.
810 */ 831 */
811 d = dir + i; 832 d = dir + i;
812 while (d < 0) d+=8; 833 while (d < 0)
813 while (d > 8) d-=8; 834 d += 8;
835 while (d > 8)
836 d -= 8;
814 837
815 /* 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.
816 * In that case, we have to see - if dir is specified, 839 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 840 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 841 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 842 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 843 * for the rune code.
821 */ 844 */
822 if (caster->type != RUNE && d==0) { 845 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8; 846 {
824 else continue; 847 if (dir != 0)
825 } 848 d = 8;
849 else
850 continue;
851 }
826 852
827 x = op->x+freearr_x[d]; 853 x = op->x + freearr_x[d];
828 y = op->y+freearr_y[d]; 854 y = op->y + freearr_y[d];
829 855
830 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)
831 continue; 857 continue;
832 858
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 860 continue;
835 861
836 success=1; 862 success = 1;
837 tmp=arch_to_object(spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 864 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 867 tmp->attacktype = spell->attacktype;
844 868
845 /* holy word stuff */ 869 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 871 if (!tailor_god_spell (tmp, op))
848 } 872 return 0;
849 873
850 if(dir) 874 if (dir)
851 tmp->stats.sp=dir; 875 tmp->stats.sp = dir;
852 else 876 else
853 tmp->stats.sp=i; 877 tmp->stats.sp = i;
854 878
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 879 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 880
857 /* 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 */
858 if (dir == 0) { 882 if (dir == 0)
883 {
859 tmp->range /= 4; 884 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 885 if (tmp->range < 2 && spell->range >= 2)
861 } 886 tmp->range = 2;
887 }
888
862 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);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 890 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 891
865 /* Special bonus for fear attacks */ 892 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 893 if (tmp->attacktype & AT_FEAR)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 894 {
868 else 895 if (caster->type == PLAYER)
896 tmp->duration += fear_bonus[caster->stats.Cha];
897 else
869 tmp->duration += caster->level/3; 898 tmp->duration += caster->level / 3;
870 } 899 }
900
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 901 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 902 {
873 else 903 if (caster->type == PLAYER)
904 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
905 else
874 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
875 } 907 }
876 908
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
879 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);
880 spell->other_arch->name);
881 911
882 if (!tmp->move_on && tmp->stats.dam) { 912 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 914
915 m->insert (tmp, sx, sy, op);
916
889 /* 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
890 * a single space too many times. 918 * a single space too many times.
891 */ 919 */
892 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
893 921
894 if(tmp->other_arch) cone_drop(tmp); 922 if (tmp->other_arch)
923 cone_drop (tmp);
895 } 924 }
925
896 return success; 926 return success;
897} 927}
898 928
899/**************************************************************************** 929/****************************************************************************
900 * 930 *
901 * BOMB related code 931 * BOMB related code
902 * 932 *
903 ****************************************************************************/ 933 ****************************************************************************/
904 934
905
906/* This handles an exploding bomb. 935/* This handles an exploding bomb.
907 * op is the original bomb object. 936 * op is the original bomb object.
908 */ 937 */
938void
909void animate_bomb(object *op) { 939animate_bomb (object *op)
940{
910 int i; 941 int i;
911 object *env, *tmp; 942 object *env, *tmp;
912 archetype *at;
913 943
914 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
915 return; 945 return;
916 946
917
918 env = object_get_env_recursive(op); 947 env = object_get_env_recursive (op);
919 948
920 if (op->env) { 949 if (op->env)
950 {
921 if (env->map == NULL) 951 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 952 return;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956
957 if (!(op = op->insert_at (env, op)))
958 return;
942 } 959 }
943 960
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 ();
967 return;
968 }
969
944 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 972 * so just set up the appropriate values.
947 */ 973 */
948 at = find_archetype(SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 975 {
950 for(i=1;i<9;i++) { 976 for (i = 1; i < 9; i++)
977 {
951 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]))
952 continue; 979 continue;
980
953 tmp = arch_to_object(at); 981 tmp = arch_to_object (at);
954 tmp->direction = i; 982 tmp->direction = i;
955 tmp->range = op->range; 983 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 985 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 987 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 988 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 989 tmp->skill = op->skill;
962 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 }
963 } 997 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i);
966 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp);
970 }
971 }
972 998
973 explode_bullet(op); 999 explode_bullet (op);
974} 1000}
975 1001
1002int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1003create_bomb (object *op, object *caster, int dir, object *spell)
1004{
977 1005
978 object *tmp; 1006 object *tmp;
979 int mflags; 1007 int mflags;
980 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];
981 mapstruct *m; 1009 maptile *m;
982 1010
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1011 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 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 {
985 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.");
986 return 0; 1015 return 0;
987 } 1016 }
988 tmp=arch_to_object(spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
989 1018
990 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 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);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
995 1024
996 set_owner(tmp,op); 1025 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1027
999 tmp->y=dy; 1028 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1029 return 1;
1002} 1030}
1003 1031
1004/**************************************************************************** 1032/****************************************************************************
1005 * 1033 *
1006 * smite related spell code. 1034 * smite related spell code.
1014 * dir is the direction to look in. 1042 * dir is the direction to look in.
1015 * range is how far out to look. 1043 * range is how far out to look.
1016 * 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.
1017 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1018 */ 1046 */
1019 1047object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1048get_pointed_target (object *op, int dir, int range, int type)
1049{
1021 object *target; 1050 object *target;
1022 sint16 x,y; 1051 sint16 x, y;
1023 int dist, mflags; 1052 int dist, mflags;
1024 mapstruct *mp; 1053 maptile *mp;
1025 1054
1026 if (dir==0) return NULL; 1055 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1056 return NULL;
1048}
1049 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}
1050 1082
1051/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1053 * usual params - 1085 * usual params -
1054 * op = player 1086 * op = player
1055 * caster = object casting the spell. 1087 * caster = object casting the spell.
1056 * dir = direction being cast 1088 * dir = direction being cast
1057 * spell = spell object 1089 * spell = spell object
1058 */ 1090 */
1059 1091
1092int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{
1061 object *effect, *target; 1095 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1096 object *god = find_god (determine_god (op));
1063 int range; 1097 int range;
1064 1098
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1099 range = spell->range + SP_level_range_adjust (caster, spell);
1066 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);
1067 1101
1068 /* Bunch of conditions for casting this spell. Note that only 1102 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1103 * require a god if this is a cleric spell (requires grace).
1070 * 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
1071 * 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
1072 * interesting spell. 1106 * interesting spell.
1073 * 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
1074 * can't be friendly to your god. 1108 * can't be friendly to your god.
1075 */ 1109 */
1076 1110
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1112 || (!god && spell->stats.grace)
1079 ||(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)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1114 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1116 return 0;
1083 } 1117 }
1084 1118
1085 if (spell->other_arch) 1119 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1120 effect = arch_to_object (spell->other_arch);
1087 else 1121 else
1088 return 0; 1122 return 0;
1089 1123
1090 /* tailor the effect by priest level and worshipped God */ 1124 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1125 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1126 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 {
1094 if(tailor_god_spell(effect,op)) 1129 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1131 else
1132 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1134 return 0;
1100 } 1135 }
1101 } 1136 }
1102 1137
1103 /* size of the area of destruction */ 1138 /* size of the area of destruction */
1104 effect->range=spell->range + 1139 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1140 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1141
1109 if (effect->attacktype & AT_DEATH) { 1142 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1143 {
1111 SP_level_dam_adjust(caster,spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1145
1113 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1148 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1149 if (random_roll (0, 2, op, PREFER_LOW))
1150 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1152 effect->x = op->x;
1118 effect->y=op->y; 1153 effect->y = op->y;
1119 } else { 1154 }
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1155 else
1121 query_name(target)); 1156 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1122 target->stats.hp = target->stats.maxhp*2; 1158 target->stats.hp = target->stats.maxhp * 2;
1123 free_object(effect); 1159 effect->destroy ();
1124 return 0; 1160 return 0;
1161 }
1162 }
1125 } 1163 }
1126 } 1164 else
1127 } else { 1165 {
1128 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1167 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1168 }
1132 1169
1133 set_owner(effect,op); 1170 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1135 1172
1136 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1174 effect->insert_at (target, op);
1138 effect->y=target->y; 1175
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1176 return 1;
1142} 1177}
1143 1178
1144 1179
1145/**************************************************************************** 1180/****************************************************************************
1146 * 1181 *
1148 * 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
1149 * code here is just to move the missile. 1184 * code here is just to move the missile.
1150 ****************************************************************************/ 1185 ****************************************************************************/
1151 1186
1152/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1188void
1153void move_missile(object *op) { 1189move_missile (object *op)
1190{
1154 int i, mflags; 1191 int i, mflags;
1155 object *owner; 1192 object *owner;
1156 sint16 new_x, new_y; 1193 sint16 new_x, new_y;
1157 mapstruct *m; 1194 maptile *m;
1158 1195
1159 if (op->range-- <=0) { 1196 if (op->range-- <= 0)
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 } 1197 {
1198 op->destroy ();
1199 return;
1200 }
1164 1201
1165 owner = get_owner(op); 1202 owner = op->owner;
1166#if 0 1203#if 0
1167 /* 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
1168 * monster that are then killed would continue to survive 1205 * monster that are then killed would continue to survive
1169 */ 1206 */
1170 if (owner == NULL) { 1207 if (owner == NULL)
1171 remove_ob(op); 1208 {
1172 free_object(op); 1209 op->destroy ();
1173 return; 1210 return;
1174 } 1211 }
1175#endif 1212#endif
1176 1213
1177 new_x = op->x + DIRX(op); 1214 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1215 new_y = op->y + DIRY (op);
1179 1216
1180 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);
1181 1218
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 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))))
1184 tag_t tag = op->count; 1220 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1221 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1222 /* Basically, missile only hits one thing then goes away.
1187 * 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.
1188 */ 1224 */
1189 if ( ! was_destroyed (op, tag)) { 1225 if (!op->destroyed ())
1190 remove_ob (op); 1226 op->destroy ();
1191 free_object(op);
1192 }
1193 return;
1194 }
1195 1227
1196 remove_ob(op); 1228 return;
1229 }
1230
1231 op->remove ();
1232
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op);
1199 return;
1200 } 1234 {
1201 op->x = new_x; 1235 op->destroy ();
1202 op->y = new_y; 1236 return;
1203 op->map = m; 1237 }
1204 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);
1205 if(i > 0 && i != op->direction){ 1240 if (i > 0 && i != op->direction)
1241 {
1206 op->direction=i; 1242 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1208 } 1244 }
1209 insert_ob_in_map(op,op->map,op,0); 1245
1246 m->insert (op, new_x, new_y, op);
1210} 1247}
1211 1248
1212/**************************************************************************** 1249/****************************************************************************
1213 * Destruction 1250 * Destruction
1214 ****************************************************************************/ 1251 ****************************************************************************/
1252
1215/* make_object_glow() - currently only makes living objects glow. 1253/* make_object_glow() - currently only makes living objects glow.
1216 * 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
1217 * object. if time is 0, the object glows permanently. To truely 1255 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1256 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1257 * give them the capability to have an inventory. b.t.
1220 */ 1258 */
1221 1259
1260int
1222int make_object_glow(object *op, int radius, int time) { 1261make_object_glow (object *op, int radius, int time)
1262{
1223 object *tmp; 1263 object *tmp;
1224 1264
1225 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1267 return 0;
1228 1268
1229 tmp=get_archetype(FORCE_NAME); 1269 tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1271 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1273 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1274 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1275 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1276
1237 tmp->x=op->x; 1277 tmp->x = op->x;
1238 tmp->y=op->y; 1278 tmp->y = op->y;
1239 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 */
1240 tmp=insert_ob_in_ob(tmp,op); 1281 tmp = insert_ob_in_ob (tmp, op);
1241 if (tmp->glow_radius > op->glow_radius) 1282 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1283 op->glow_radius = tmp->glow_radius;
1243 1284
1244 if(!tmp->env||op!=tmp->env) { 1285 if (!tmp->env || op != tmp->env)
1286 {
1245 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);
1246 op->name); 1288 return 0;
1247 return 0;
1248 } 1289 }
1249 return 1; 1290 return 1;
1250} 1291}
1251 1292
1252 1293int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1294cast_destruction (object *op, object *caster, object *spell_ob)
1295{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1297 sint16 sx, sy;
1258 mapstruct *m; 1298 maptile *m;
1259 object *tmp; 1299 object *tmp;
1260 const char *skill; 1300 const char *skill;
1261 1301
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1302 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 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);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1304 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1305 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1306 friendly = 1;
1266 1307
1267 /* destruction doesn't use another spell object, so we need 1308 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1309 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1310 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through 1311 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1312 * the full share string/free_string route.
1272 */ 1313 */
1273 skill = op->skill; 1314 skill = op->skill;
1315 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1316 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1317 else if (caster->skill)
1318 op->skill = caster->skill;
1319 else
1276 else op->skill = NULL; 1320 op->skill = NULL;
1277 1321
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1279 1323
1280 for(i= -range; i<range; i++) { 1324 for (i = -range; i < range; i++)
1325 {
1281 for(j=-range; j<range ; j++) { 1326 for (j = -range; j < range; j++)
1327 {
1282 m = op->map; 1328 m = op->map;
1283 sx = op->x + i; 1329 sx = op->x + i;
1284 sy = op->y + j; 1330 sy = op->y + j;
1331
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1333 if (mflags & P_OUT_OF_MAP)
1334 continue;
1335
1287 if (mflags & P_IS_ALIVE) { 1336 if (mflags & P_IS_ALIVE)
1288 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)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1290 } 1340 break;
1291 if (tmp) {
1292 if (tmp->head) tmp=tmp->head;
1293 1341
1342 if (tmp)
1343 {
1344 if (tmp->head)
1345 tmp = tmp->head;
1346
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1347 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1349 {
1350 if (spell_ob->subtype == SP_DESTRUCTION)
1351 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1353 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1300 tmp->x = sx; 1355 }
1301 tmp->y = sy; 1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1302 insert_ob_in_map(tmp, m, op, 0); 1357 {
1303 }
1304 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1306 tmp->resist[ATNR_MAGIC]!=100) {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1309 effect->x = sx; 1360 }
1310 effect->y = sy; 1361 }
1311 insert_ob_in_map(effect, m, op, 0); 1362 }
1312 } 1363 }
1313 } 1364 }
1314 }
1315 }
1316 } 1365 }
1317 } 1366
1318 }
1319 op->skill = skill; 1367 op->skill = skill;
1320 return 1; 1368 return 1;
1321} 1369}
1322 1370
1323/*************************************************************************** 1371/***************************************************************************
1324 * 1372 *
1325 * CURSE 1373 * CURSE
1326 * 1374 *
1327 ***************************************************************************/ 1375 ***************************************************************************/
1328 1376
1377int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1378cast_curse (object *op, object *caster, object *spell_ob, int dir)
1379{
1330 object *god = find_god(determine_god(op)); 1380 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1381 object *tmp, *force;
1332 1382
1333 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);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1384 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 } 1385 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1387 return 0;
1388 }
1340 1389
1341 /* 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. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1391 for (force = tmp->inv; force != NULL; force = force->below)
1392 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 {
1344 if (force->name == spell_ob->name) { 1395 if (force->name == spell_ob->name)
1345 break; 1396 {
1346 } 1397 break;
1398 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1399 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1400 {
1349 "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);
1350 spell_ob->name, force->name_pl); 1402 return 0;
1351 return 0; 1403 }
1404 }
1352 } 1405 }
1353 }
1354 }
1355 1406
1356 if(force==NULL) { 1407 if (force == NULL)
1408 {
1357 force=get_archetype(FORCE_NAME); 1409 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1410 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race) 1411 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1412 force->name = spell_ob->race;
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else { 1413 else
1414 force->name = spell_ob->name;
1415
1416 force->name_pl = spell_ob->name;
1417
1418 }
1419 else
1420 {
1368 int duration; 1421 int duration;
1369 1422
1370 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;
1371 if (duration > force->duration) { 1424 if (duration > force->duration)
1425 {
1372 force->duration = duration; 1426 force->duration = duration;
1373 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.");
1374 } else { 1428 }
1429 else
1430 {
1375 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.");
1376 } 1432 }
1377 return 1; 1433 return 1;
1378 } 1434 }
1379 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;
1380 force->speed = 1.0; 1436 force->speed = 1.f;
1381 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1383 1439
1384 if(god) { 1440 if (god)
1441 {
1385 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1443 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1444 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1445 force->path_denied = god->path_denied;
1389 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);
1390 "You are a victim of %s's curse!",god->name); 1447 }
1391 } else 1448 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1450
1394 1451
1395 if(tmp!=op && op->type==PLAYER) 1452 if (tmp != op && op->type == PLAYER)
1396 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);
1397 1454
1398 force->stats.ac = spell_ob->stats.ac; 1455 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1456 force->stats.wc = spell_ob->stats.wc;
1400 1457
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1458 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1459 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1460 tmp->update_stats ();
1404 return 1; 1461 return 1;
1405 1462
1406} 1463}
1407
1408 1464
1409/********************************************************************** 1465/**********************************************************************
1410 * mood change 1466 * mood change
1411 * 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
1412 * effects monsters, it seems best to put it into this file 1468 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1469 ***********************************************************************/
1414 1470
1415/* This covers the various spells that change the moods of monsters - 1471/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1472 * makes them angry, peacful, friendly, etc.
1417 */ 1473 */
1474int
1418int mood_change(object *op, object *caster, object *spell) { 1475mood_change (object *op, object *caster, object *spell)
1476{
1419 object *tmp, *god, *head; 1477 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1478 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1479 sint16 x, y, nx, ny;
1422 mapstruct *m; 1480 maptile *m;
1423 const char *race; 1481 const char *race;
1424 1482
1425 /* 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
1426 * doing it over and over again. 1484 * doing it over and over again.
1427 */ 1485 */
1428 god=find_god(determine_god(op)); 1486 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1487 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1488 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1489
1432 /* 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_...
1433 * 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
1434 * won't ever match anything. 1492 * won't ever match anything.
1435 */ 1493 */
1436 if (!spell->race) race=NULL; 1494 if (!spell->race)
1495 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1496 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1497 race = god->slaying;
1438 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
1439 else race = spell->race; 1501 race = spell->race;
1440
1441 1502
1442 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1504 for (y = op->y - range; y <= op->y + range; y++)
1444 1505 {
1445 done_one=0; 1506 done_one = 0;
1446 m = op->map; 1507 m = op->map;
1447 nx = x; 1508 nx = x;
1448 ny = y; 1509 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1511 if (mflags & P_OUT_OF_MAP)
1512 continue;
1451 1513
1452 /* 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 */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1515 if (!(mflags & P_IS_ALIVE))
1516 continue;
1454 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
1455 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)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1525 break;
1457 1526
1458 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1528 if (!tmp || tmp->type == PLAYER)
1529 continue;
1460 1530
1461 /* Only the head has meaningful data, so resolve to that */ 1531 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1532 if (tmp->head)
1463 else head=tmp; 1533 head = tmp->head;
1534 else
1535 head = tmp;
1464 1536
1465 /* 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 */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1538 if (race && head->race && !strstr (race, head->race))
1539 continue;
1540
1467 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;
1468 1543
1469 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1545 best_at = -1;
1471 if (spell->attacktype) { 1546 if (spell->attacktype)
1547 {
1472 for (at=0; at < NROFATTACKS; at++) 1548 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1549 if (spell->attacktype & (1 << at))
1474 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;
1475 1552
1476 if (best_at == -1) at=0; 1553 if (best_at == -1)
1554 at = 0;
1477 else { 1555 else
1556 {
1478 if (head->resist[best_at] == 100) continue; 1557 if (head->resist[best_at] == 100)
1479 else at = head->resist[best_at] / 5; 1558 continue;
1480 } 1559 else
1560 at = head->resist[best_at] / 5;
1561 }
1481 at -= level / 5; 1562 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1563 if (did_make_save (head, head->level, at))
1483 } 1564 continue;
1565 }
1484 else /* spell->attacktype */ 1566 else /* spell->attacktype */
1567 {
1485 /* 1568 /*
1486 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:
1487 * if spell level < monster level, no go 1570 * if spell level < monster level, no go
1488 * 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 ) )
1489 1572
1490 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.
1491 1574
1492 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
1493 charm a level 125 monster... 1576 charm a level 125 monster...
1494 1577
1495 Ryo, august 14th 1578 Ryo, august 14th
1496 */ 1579 */
1497 {
1498 if ( head->level > level ) continue; 1580 if (head->level > level)
1581 continue;
1582
1499 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))))
1500 /* Failed, no effect */ 1584 /* Failed, no effect */
1501 continue; 1585 continue;
1502 } 1586 }
1503 1587
1504 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1505 1589
1506 /* aggravation */ 1590 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1592 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1594 remove_friendly_object (head);
1595 done_one = 1;
1596 head->enemy = op;
1597 }
1511 1598
1512 done_one = 1;
1513 head->enemy = op;
1514 }
1515
1516 /* calm monsters */ 1599 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1600 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1601 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1602 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1603 head->enemy = NULL;
1520 done_one = 1; 1604 done_one = 1;
1521 } 1605 }
1522 1606
1523 /* berserk monsters */ 1607 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1609 {
1525 SET_FLAG(head, FLAG_BERSERK); 1610 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1611 done_one = 1;
1527 } 1612 }
1613
1528 /* charm */ 1614 /* charm */
1529 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))
1530 SET_FLAG(head, FLAG_FRIENDLY); 1616 {
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1617 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 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.
1533 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. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1620 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1621 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1622 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1623 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1624 head->attack_movement = PETMOVE;
1539 done_one = 1; 1625 done_one = 1;
1540 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);
1541 head->stats.exp = 0; 1627 head->stats.exp = 0;
1542 } 1628 }
1543 1629
1544 /* If a monster was effected, put an effect in */ 1630 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1631 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1633 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1634
1553 return 1; 1635 return 1;
1554} 1636}
1555 1637
1556 1638
1557/* 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
1558 * 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
1559 * lightning spell used it, that seemed misnamed. 1641 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1642 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1643 * note that duration is handled by process_object() in time.c
1562 */ 1644 */
1563 1645
1646void
1564void move_ball_spell(object *op) { 1647move_ball_spell (object *op)
1648{
1565 int i,j,dam_save,dir, mflags; 1649 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1650 sint16 nx, ny, hx, hy;
1567 object *owner; 1651 object *owner;
1568 mapstruct *m; 1652 maptile *m;
1569 1653
1570 owner = get_owner(op); 1654 owner = op->owner;
1571 1655
1572 /* 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,
1573 * 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
1574 * victim. The block immediately below more or less chooses a random 1658 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1659 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1660 * deviations.
1577 */ 1661 */
1578 1662
1579 dir = 0; 1663 dir = 0;
1580 if(!(rndm(0, 3))) 1664 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1665 j = rndm (0, 1);
1582 else j=0; 1666 else
1667 j = 0;
1583 1668
1584 for(i = 1; i < 9; i++) { 1669 for (i = 1; i < 9; i++)
1670 {
1585 /* i bit 0: alters sign of offset 1671 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1672 * other bits (i / 2): absolute value of offset
1587 */ 1673 */
1588 1674
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1675 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1676 int tmpdir = absdir (op->direction + offset);
1591 1677
1592 nx = op->x + freearr_x[tmpdir]; 1678 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1679 ny = op->y + freearr_y[tmpdir];
1594 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))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1681 {
1596 dir = tmpdir; 1682 dir = tmpdir;
1597 break; 1683 break;
1598 } 1684 }
1599 } 1685 }
1600 if (dir == 0) { 1686 if (dir == 0)
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 } 1687 {
1688 nx = op->x;
1689 ny = op->y;
1690 m = op->map;
1691 }
1605 1692
1606 remove_ob(op); 1693 m->insert (op, nx, ny, op);
1607 op->y=ny; 1694
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1695 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1696 surrounding squares */
1613 1697
1614 /* loop over current square and neighbors to hit. 1698 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1700 * the surround spaces.
1617 */ 1701 */
1618 for(j=0;j<9;j++) { 1702 for (j = 0; j < 9; j++)
1619 object *new_ob; 1703 {
1620
1621 hx = nx+freearr_x[j]; 1704 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1705 hy = ny + freearr_y[j];
1623 1706
1624 m = op->map; 1707 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1709
1627 if (mflags & P_OUT_OF_MAP) continue; 1710 if (mflags & P_OUT_OF_MAP)
1711 continue;
1628 1712
1629 /* 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
1630 * of the map either. 1714 * of the map either.
1631 */ 1715 */
1632 1716
1633 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)))
1634 if(j) op->stats.dam = dam_save/2; 1718 {
1719 if (j)
1720 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1721 hit_map (op, j, op->attacktype, 1);
1636 1722
1637 } 1723 }
1638 1724
1639 /* insert the other arch */ 1725 /* insert the other arch */
1640 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))))
1641 new_ob = arch_to_object(op->other_arch); 1727 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1728 }
1647 1729
1648 /* restore to the center location and damage*/ 1730 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1731 op->stats.dam = dam_save;
1650 1732
1651 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);
1652 1734
1653 if(i>=0) { /* we have a preferred direction! */ 1735 if (i >= 0)
1736 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1737 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1738 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1656 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)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1741
1659 op->direction=i; 1742 op->direction = i;
1660 } 1743 }
1661} 1744}
1662 1745
1663 1746
1664/* move_swarm_spell: peterm 1747/* move_swarm_spell: peterm
1667 * 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
1668 * 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
1669 * 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.
1670 */ 1753 */
1671 1754
1755void
1672void move_swarm_spell(object *op) 1756move_swarm_spell (object *op)
1673{ 1757{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1758#if 0
1696 // 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 };
1697 // (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 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1761 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1762 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1763 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1764#endif
1765 int basedir;
1766 object *owner;
1743 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
1744 /* 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
1745 * should just be a pointer to the spell in some inventory, 1822 * should just be a pointer to the spell in some inventory,
1746 * 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,
1747 * do some sanity checking anyways. 1824 * do some sanity checking anyways.
1748 */ 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))))
1749 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
1750 if (op->spell && op->spell->type == SPELL) 1846 if (op->spell && op->spell->type == SPELL)
1751 { 1847 {
1752 /* 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 */
1753 if (op->spell->subtype == SP_BULLET) 1849 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1850 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1851 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 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);
1757 } 1853 }
1758} 1854}
1759 1855
1760 1856
1761 1857
1762 1858
1770 * dir: the direction everything will be fired in 1866 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1867 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1868 * n: the number to be fired.
1773 */ 1869 */
1774 1870
1871int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1872fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1873{
1777 object *tmp; 1874 object *tmp;
1778 int i; 1875 int i;
1779 1876
1780 if (!spell->other_arch) return 0; 1877 if (!spell->other_arch)
1878 return 0;
1781 1879
1782 tmp=get_archetype(SWARM_SPELL); 1880 tmp = get_archetype (SWARM_SPELL);
1783 tmp->x=op->x;
1784 tmp->y=op->y;
1785 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. */
1786 set_spell_skill(op, caster, spell, tmp); 1882 set_spell_skill (op, caster, spell, tmp);
1787 1883
1788 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. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1885 tmp->spell = arch_to_object (spell->other_arch);
1790 1886
1791 tmp->attacktype = tmp->spell->attacktype; 1887 tmp->attacktype = tmp->spell->attacktype;
1792 1888
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1890 if (!tailor_god_spell (tmp, op))
1795 return 1; 1891 return 1;
1796 } 1892
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1893 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1894 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1896
1801 tmp->direction=dir; 1897 tmp->direction = dir;
1802 tmp->invisible=1; 1898 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1899
1900 tmp->insert_at (op, op);
1804 return 1; 1901 return 1;
1805} 1902}
1806 1903
1807 1904
1808/* See the spells documentation file for why this is its own 1905/* See the spells documentation file for why this is its own
1809 * function. 1906 * function.
1810 */ 1907 */
1908int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1909cast_light (object *op, object *caster, object *spell, int dir)
1910{
1812 object *target=NULL,*tmp=NULL; 1911 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1912 sint16 x, y;
1814 int dam, mflags; 1913 int dam, mflags;
1815 mapstruct *m; 1914 maptile *m;
1816 1915
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1917
1819 if(!dir) { 1918 if (!dir)
1919 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1920 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 1921 return 0;
1822 } 1922 }
1823 1923
1824 x=op->x+freearr_x[dir]; 1924 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1925 y = op->y + freearr_y[dir];
1826 m = op->map; 1926 m = op->map;
1827 1927
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1928 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1929
1830 if (mflags & P_OUT_OF_MAP) { 1930 if (mflags & P_OUT_OF_MAP)
1931 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1932 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1933 return 0;
1833 } 1934 }
1834 1935
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1936 if (mflags & P_IS_ALIVE && spell->attacktype)
1836 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)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1939 if (QUERY_FLAG (target, FLAG_MONSTER))
1940 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1941 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head; 1942 if (target->head)
1943 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1944 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1945 return 1; /* one success only! */
1946 }
1842 } 1947 }
1843 }
1844 1948
1845 /* no live target, perhaps a wall is in the way? */ 1949 /* no live target, perhaps a wall is in the way? */
1846 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 {
1847 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.");
1848 return 0; 1953 return 0;
1849 } 1954 }
1850 1955
1851 /* 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 */
1852 tmp=arch_to_object(spell->other_arch); 1957 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1958 if (!tmp)
1959 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1960 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1961 return 0;
1856 } 1962 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1963 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 1964 if (tmp->glow_radius)
1965 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 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;
1861 } 1969 }
1862 tmp->x=x; 1970
1863 tmp->y=y; 1971 m->insert (tmp, x, y, op);
1864 insert_ob_in_map(tmp,m,op,0);
1865 return 1; 1972 return 1;
1866} 1973}
1867 1974
1868 1975
1869 1976
1870 1977
1873 * 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
1874 * 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
1875 * perhaps this should actually be in disease.c? 1982 * perhaps this should actually be in disease.c?
1876 */ 1983 */
1877 1984
1985int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1986cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{
1879 sint16 x,y; 1988 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1989 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1990 object *walk;
1882 mapstruct *m; 1991 maptile *m;
1883 1992
1884 x = op->x; 1993 x = op->x;
1885 y = op->y; 1994 y = op->y;
1886 1995
1887 /* 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
1888 * direction the player is pointing. 1997 * direction the player is pointing.
1889 */ 1998 */
1999 if (!dir)
1890 if (!dir) dir=op->facing; 2000 dir = op->facing;
2001 if (!dir)
1891 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 */
1892 2003
1893 /* Calculate these once here */ 2004 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 2005 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 2006 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 2007 dur_mod = SP_level_duration_adjust (caster, spell);
1897 2008
1898 /* search in a line for a victim */ 2009 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 2010 for (i = 1; i < range; i++)
2011 {
1900 x = op->x + i * freearr_x[dir]; 2012 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2013 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2014 m = op->map;
1903 2015
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2016 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2017
1906 if (mflags & P_OUT_OF_MAP) return 0; 2018 if (mflags & P_OUT_OF_MAP)
2019 return 0;
1907 2020
1908 /* don't go through walls - presume diseases are airborne */ 2021 /* don't go through walls - presume diseases are airborne */
1909 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;
1910 2024
1911 /* 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 */
1912 if (mflags & P_IS_ALIVE) { 2026 if (mflags & P_IS_ALIVE)
2027 {
1913 /* search this square for a victim */ 2028 /* search this square for a victim */
1914 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)
1915 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 */
1916 object *disease = arch_to_object(spell->other_arch); 2032 object *disease = arch_to_object (spell->other_arch);
1917 2033
1918 set_owner(disease,op); 2034 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2035 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2036 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2037 disease->level = caster_level (caster, spell);
1922 2038
1923 /* do level adjustments */ 2039 /* do level adjustments */
1924 if(disease->stats.wc) 2040 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2041 disease->stats.wc += dur_mod / 2;
1926 2042
1927 if(disease->magic> 0) 2043 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2044 disease->magic += dur_mod / 4;
1929 2045
1930 if(disease->stats.maxhp>0) 2046 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2047 disease->stats.maxhp += dur_mod;
1932 2048
1933 if(disease->stats.maxgrace>0) 2049 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2050 disease->stats.maxgrace += dur_mod;
1935 2051
1936 if(disease->stats.dam) { 2052 if (disease->stats.dam)
1937 if(disease->stats.dam > 0) 2053 {
1938 disease->stats.dam += dam_mod; 2054 if (disease->stats.dam > 0)
1939 else disease->stats.dam -= dam_mod; 2055 disease->stats.dam += dam_mod;
1940 } 2056 else
2057 disease->stats.dam -= dam_mod;
2058 }
1941 2059
1942 if(disease->last_sp) { 2060 if (disease->last_sp)
1943 disease->last_sp -= 2*dam_mod; 2061 {
1944 if(disease->last_sp <1) disease->last_sp = 1; 2062 disease->last_sp -= 2 * dam_mod;
1945 } 2063 if (disease->last_sp < 1)
2064 disease->last_sp = 1;
2065 }
1946 2066
1947 if(disease->stats.maxsp) { 2067 if (disease->stats.maxsp)
1948 if(disease->stats.maxsp > 0) 2068 {
1949 disease->stats.maxsp += dam_mod; 2069 if (disease->stats.maxsp > 0)
1950 else disease->stats.maxsp -= dam_mod; 2070 disease->stats.maxsp += dam_mod;
1951 } 2071 else
1952 2072 disease->stats.maxsp -= dam_mod;
2073 }
2074
1953 if(disease->stats.ac) 2075 if (disease->stats.ac)
1954 disease->stats.ac += dam_mod; 2076 disease->stats.ac += dam_mod;
1955 2077
1956 if(disease->last_eat) 2078 if (disease->last_eat)
1957 disease->last_eat -= dam_mod; 2079 disease->last_eat -= dam_mod;
1958 2080
1959 if(disease->stats.hp) 2081 if (disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2082 disease->stats.hp -= dam_mod;
1961 2083
1962 if(disease->stats.sp) 2084 if (disease->stats.sp)
1963 disease->stats.sp -= dam_mod; 2085 disease->stats.sp -= dam_mod;
1964 2086
1965 if(infect_object(walk,disease,1)) { 2087 if (infect_object (walk, disease, 1))
1966 object *flash; /* visual effect for inflicting disease */ 2088 {
1967
1968 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);
1969 2090
1970 free_object(disease); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC); 2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1972 flash->x = x; 2093 return 1;
1973 flash->y = y; 2094 }
1974 flash->map = walk->map; 2095
1975 insert_ob_in_map(flash,walk->map,op,0); 2096 disease->destroy ();
1976 return 1; 2097 }
1977 } 2098 } /* if living creature */
1978 free_object(disease); 2099 } /* for range of spaces */
1979 } 2100
1980 } /* if living creature */
1981 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2101 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2102 return 1;
1984} 2103}

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