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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.41 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 1.7 2006/09/03 00:18:42 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
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)
135 return; 138 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 {
173 free_object(op); 174 op->destroy ();
175 return;
176 }
177
178 hit_map (op, 0, op->attacktype, 1);
179
180 if (!op->direction)
181 return;
182
183 if (--op->range < 0)
184 op->range = 0;
185 else
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)
174 return; 193 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 194
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 */ 195 /* 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 196 /* 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 197 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 198 * will be useful.
195 */ 199 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 201 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 203 return;
201 204
202 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 207 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 208 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 209 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 210 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 211 * to the southwest.
209 */ 212 */
210 if(op->direction&1) 213 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 214 op->direction = absdir (op->direction + 4);
212 else { 215 else
216 {
213 int left, right; 217 int left, right;
214 int mflags; 218 int mflags;
215 219
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 220 /* 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 221 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 222 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 223 * op->direction-1 or op->direction+1 does not exist.
220 */ 224 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 225 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); 226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 227
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 229
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 230 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); 231 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)); 232 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 233
230 if(left==right) 234 if (left == right)
231 op->direction=absdir(op->direction+4); 235 op->direction = absdir (op->direction + 4);
232 else if(left) 236 else if (left)
233 op->direction=absdir(op->direction+2); 237 op->direction = absdir (op->direction + 2);
234 else if(right) 238 else if (right)
235 op->direction=absdir(op->direction-2); 239 op->direction = absdir (op->direction - 2);
236 } 240 }
241
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 243 return;
239 } 244 }
245 else
240 else { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 247 object *tmp = op->clone ();
242 copy_object(op,tmp); 248
249 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 250 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 252 tmp->duration++;
248 253
249 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 255 * going off in other directions.
251 */ 256 */
252 257 if (rndm (0, 99) < tmp->stats.Dex)
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 259 forklightning (op, tmp);
255 } 260 }
261
256 /* In this way, the object left behind sticks on the space, but 262 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
258 */ 264 */
259 op->range = 0; 265 op->range = 0;
260 } /* copy object and move it along */ 266 } /* copy object and move it along */
261 } /* if move bolt 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;
294 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = 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); 315 {
316 tmp->destroy ();
307 return 0; 317 return 0;
308 } 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 }
329
314 tmp->x=op->x; 330 tmp->x = op->x;
315 tmp->y=op->y; 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); 359 {
343 free_object(op); 360 op->destroy ();
344 return; 361 return;
345 } 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)
367 {
349 for(i=1;i<9;i++) { 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 ();
381
360 tmp->state=0; 382 tmp->state = 0;
361 tmp->speed_left= -0.21; 383 tmp->speed_left = -0.21f;
362 tmp->range--; 384 tmp->range--;
363 tmp->value=0; 385 tmp->value = 0;
364 tmp->x=dx; 386
365 tmp->y=dy; 387 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 388 }
368 } 389 }
369 } 390 }
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;
407 }
408
409 if (op->env)
410 {
411 object *env = object_get_env_recursive (op);
412 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
413 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy ();
416 return;
417 }
418
419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
420 }
421 else if (out_of_map (op->map, op->x, op->y))
422 {
423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
424 op->destroy ();
425 return;
426 }
427
428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
429 // NOTE: If this breaks something important: remove this. I can't think of anything
430 // bad at the moment that might happen from this.
431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
432 {
433 op->destroy ();
434 return;
435 }
436
437 if (op->attacktype)
438 {
439 hit_map (op, 0, op->attacktype, 1);
440 if (op->destroyed ())
386 return; 441 return;
387 } 442 }
388 443
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 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 tmp->skill = op->skill; 448 tmp->skill = op->skill;
431 449
432 owner = get_owner(op); 450 owner = op->owner;
451
433 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))
434 !tailor_god_spell(tmp, owner)) { 453 {
435 remove_ob (op); 454 op->destroy ();
436 free_object (op);
437 return; 455 return;
438 } 456 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 457
442 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
460 {
444 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 462 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 463 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 464 tmp->duration = op->duration;
448 } else { 465 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 466 else
467 {
468 if (op->attacktype & AT_MAGIC)
469 tmp->attacktype |= AT_MAGIC;
470
450 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
454 /* 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 -
455 * the count of the parent should work fine. 476 * the count of the parent should work fine.
456 */ 477 */
457 tmp->stats.maxhp = op->count; 478 tmp->stats.maxhp = op->count;
458 } 479 }
459 480
460 /* Set direction of cone explosion */ 481 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 482 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
463 484
464 /* Prevent recursion */ 485 /* Prevent recursion */
465 op->move_on = 0; 486 op->move_on = 0;
466 487
467 insert_ob_in_map(tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
468 /* remove the firebullet */ 489 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 490 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 491}
474
475
476 492
477/* 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
478 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
479 */ 495 */
480 496void
481void check_bullet(object *op) 497check_bullet (object *op)
482{ 498{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 499 object *tmp;
485 int dam, mflags; 500 int dam, mflags;
486 mapstruct *m; 501 maptile *m;
487 sint16 sx, sy; 502 sint16 sx, sy;
488 503
489 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);
490 505
491 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)))
492 return; 507 return;
493 508
494 if (op->other_arch) { 509 if (op->other_arch)
510 {
495 /* explode object will also remove op */ 511 /* explode object will also remove op */
496 explode_bullet (op); 512 explode_bullet (op);
497 return; 513 return;
498 } 514 }
499 515
500 /* 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 */
501 if (!(mflags & P_IS_ALIVE)) return; 517 if (!(mflags & P_IS_ALIVE))
518 return;
502 519
503 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)
504 { 521 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 523 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 526 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 528 {
513 free_object(op); 529 op->destroy ();
514 return; 530 return;
515 } 531 }
516 } 532 }
517 } 533 }
518 } 534 }
519} 535}
520
521 536
522/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 538 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
526 */ 541 */
527 542void
528void move_bullet(object *op) 543move_bullet (object *op)
529{ 544{
530 sint16 new_x, new_y; 545 sint16 new_x, new_y;
531 int mflags; 546 int mflags;
532 mapstruct *m; 547 maptile *m;
533 548
534#if 0 549#if 0
535 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
536 551
537 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 554 if (op->stats.sp == SP_METEOR)
555 {
540 replace_insert_ob_in_map("fire_trail",op); 556 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
542 return; 558 return;
543 } /* end addition. */ 559 } /* end addition. */
544#endif 560#endif
545 561
546 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 563 if (--op->range <= 0)
564 {
548 if (op->other_arch) { 565 if (op->other_arch)
549 explode_bullet (op); 566 explode_bullet (op);
550 } else { 567 else
551 remove_ob (op); 568 op->destroy ();
552 free_object (op); 569
553 }
554 return; 570 return;
555 } 571 }
556 572
557 new_x = op->x + DIRX(op); 573 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 574 new_y = op->y + DIRY (op);
559 m = op->map; 575 m = op->map;
560 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);
561 577
562 if (mflags & P_OUT_OF_MAP) { 578 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 579 {
564 free_object (op); 580 op->destroy ();
565 return; 581 return;
566 } 582 }
567 583
568 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 {
569 if (op->other_arch) { 586 if (op->other_arch)
570 explode_bullet (op); 587 explode_bullet (op);
571 } else { 588 else
572 remove_ob (op); 589 op->destroy ();
573 free_object (op); 590
574 }
575 return; 591 return;
576 } 592 }
577 593
578 remove_ob (op); 594 if (!(op = m->insert (op, new_x, new_y, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 595 return;
583 596
584 if (reflwall (op->map, op->x, op->y, op)) { 597 if (reflwall (op->map, op->x, op->y, op))
598 {
585 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 600 update_turn_face (op);
587 } else { 601 }
602 else
588 check_bullet (op); 603 check_bullet (op);
589 }
590} 604}
591
592
593
594 605
595/* fire_bullet 606/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 610 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
601 * pointers. 612 * pointers.
602 */ 613 */
603 614int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 615fire_bullet (object *op, object *caster, int dir, object *spob)
616{
605 object *tmp=NULL; 617 object *tmp = NULL;
606 int mflags; 618 int mflags;
607 619
608 if (!spob->other_arch) 620 if (!spob->other_arch)
609 return 0; 621 return 0;
610 622
611 tmp=arch_to_object(spob->other_arch); 623 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 624 if (tmp == NULL)
613 return 0; 625 return 0;
614 626
615 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
616 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);
617 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
630 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
619 632
620 tmp->range = 50; 633 tmp->range = 50;
621 634
622 /* Need to store duration/range for the ball to use */ 635 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 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);
626 639
627 tmp->direction=dir; 640 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 642 SET_ANIMATION (tmp, dir);
630 643
631 set_owner(tmp,op); 644 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
633 646
634 tmp->x=op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 649 tmp->map = op->map;
637 650
651 maptile *newmap;
638 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);
639 if (mflags & P_OUT_OF_MAP) { 653 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 654 {
655 tmp->destroy ();
641 return 0; 656 return 0;
642 } 657 }
658
659 tmp->map = newmap;
660
643 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 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 664 {
665 tmp->destroy ();
646 return 0; 666 return 0;
647 } 667 }
668
648 tmp->x=op->x; 669 tmp->x = op->x;
649 tmp->y=op->y; 670 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 671 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 672 tmp->map = op->map;
652 } 673 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 674
675 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 676 check_bullet (tmp);
655 } 677
656 return 1; 678 return 1;
657} 679}
658
659
660
661 680
662/***************************************************************************** 681/*****************************************************************************
663 * 682 *
664 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
665 * 684 *
666 *****************************************************************************/ 685 *****************************************************************************/
667 686
668
669/* 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
670void cone_drop(object *op) { 689cone_drop (object *op)
690{
671 object *new_ob = arch_to_object(op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
672 692
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 693 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 694 new_ob->set_owner (op->owner);
677 695
678 /* preserve skill ownership */ 696 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 697 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
681 } 699
682 insert_ob_in_map(new_ob,op->map,op,0); 700 new_ob->insert_at (op, op);
683
684} 701}
685 702
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 704
705void
688void move_cone(object *op) { 706move_cone (object *op)
707{
689 int i; 708 int i;
690 tag_t tag;
691 709
692 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 711 if (!op->map)
712 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 714 op->set_speed (0);
697 update_ob_speed (op);
698 return; 715 return;
699 } 716 }
700 717
701 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
720 {
703 hit_map(op,0,op->attacktype,0); 721 hit_map (op, 0, op->attacktype, 0);
704 return; 722 return;
705 } 723 }
706 724
707#if 0 725#if 0
708 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 727 * when their cone dies when they die.
710 */ 728 */
711 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 730 if (op->owner == NULL)
713 remove_ob(op); 731 {
714 free_object(op); 732 op->destroy ();
715 return; 733 return;
716 } 734 }
717#endif 735#endif
718 736
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 737 hit_map (op, 0, op->attacktype, 0);
721 738
722 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
724 * degree. 741 * degree.
725 */ 742 */
743 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 744 check_spell_knockback (op);
727 745
728 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
747 return;
748
749 if ((op->duration--) < 0)
750 {
751 op->destroy ();
729 return; 752 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 753 }
736 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 755 * any further. When the duration above expires,
738 * then the object will get removed. 756 * then the object will get removed.
739 */ 757 */
740 if (--op->range < 0) { 758 if (--op->range < 0)
759 {
741 op->range=0; /* just so it doesn't wrap */ 760 op->range = 0; /* just so it doesn't wrap */
742 return; 761 return;
743 } 762 }
744 763
745 for(i= -1;i<2;i++) { 764 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 765 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 767
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 769 {
751 copy_object(op, tmp); 770 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 771
755 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
756 773
757 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 776
777 op->map->insert (tmp, x, y, op);
778
760 if (tmp->other_arch) cone_drop(tmp); 779 if (tmp->other_arch)
780 cone_drop (tmp);
761 } 781 }
762 } 782 }
763} 783}
764 784
765/* cast_cone: casts a cone spell. 785/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 788 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 789 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 790 * to fire.
771 * returns 0 on failure, 1 on success. 791 * returns 0 on failure, 1 on success.
772 */ 792 */
793int
773int cast_cone(object *op, object *caster,int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
774{ 795{
775 object *tmp; 796 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 797 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 798 maptile *m;
778 sint16 sx, sy; 799 sint16 sx, sy;
779 MoveType movetype; 800 MoveType movetype;
780 801
781 if (!spell->other_arch) return 0; 802 if (!spell->other_arch)
803 return 0;
782 804
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 805 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 806 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 807 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 808 return 0;
788 } 809 }
789 810
790 if(!dir) { 811 if (!dir)
812 {
791 range_min= 0; 813 range_min = 0;
792 range_max=8; 814 range_max = 8;
793 } 815 }
794 816
795 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 819 * insert it into is blocked.
798 */ 820 */
799 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
800 822
801 for(i=range_min;i<=range_max;i++) { 823 for (i = range_min; i <= range_max; i++)
824 {
802 sint16 x,y, d; 825 sint16 x, y, d;
803 826
804 /* We can't use absdir here, because it never returns 827 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 828 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 829 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 830 * to hit that person.
808 */ 831 */
809 d = dir + i; 832 d = dir + i;
810 while (d < 0) d+=8; 833 while (d < 0)
834 d += 8;
811 while (d > 8) d-=8; 835 while (d > 8)
836 d -= 8;
812 837
813 /* If it's not a rune, we don't want to blast the caster. 838 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 839 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 840 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 841 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 842 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 843 * for the rune code.
819 */ 844 */
820 if (caster->type != RUNE && d==0) { 845 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 846 {
824 847 if (dir != 0)
825 x = op->x+freearr_x[d]; 848 d = 8;
826 y = op->y+freearr_y[d]; 849 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 850 continue;
851 }
830 852
853 x = op->x + freearr_x[d];
854 y = op->y + freearr_y[d];
855
856 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
857 continue;
858
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 860 continue;
833 861
834 success=1; 862 success = 1;
835 tmp=arch_to_object(spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 864 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 867 tmp->attacktype = spell->attacktype;
842 868
843 /* holy word stuff */ 869 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 871 if (!tailor_god_spell (tmp, op))
846 } 872 return 0;
847 873
848 if(dir) 874 if (dir)
849 tmp->stats.sp=dir; 875 tmp->stats.sp = dir;
850 else 876 else
851 tmp->stats.sp=i; 877 tmp->stats.sp = i;
852 878
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 879 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 880
855 /* If casting it in all directions, it doesn't go as far */ 881 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 882 if (dir == 0)
883 {
857 tmp->range /= 4; 884 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 885 if (tmp->range < 2 && spell->range >= 2)
886 tmp->range = 2;
859 } 887 }
888
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 889 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 890 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 891
863 /* Special bonus for fear attacks */ 892 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 893 if (tmp->attacktype & AT_FEAR)
894 {
895 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 896 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 897 else
867 tmp->duration += caster->level/3; 898 tmp->duration += caster->level / 3;
868 } 899 }
900
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 901 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
902 {
903 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 904 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 905 else
872 tmp->duration += caster->level/3; 906 tmp->duration += caster->level / 3;
873 } 907 }
874 908
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 &spell->other_arch->name);
879 911
880 if (!tmp->move_on && tmp->stats.dam) { 912 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 914
915 m->insert (tmp, sx, sy, op);
916
887 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 918 * a single space too many times.
889 */ 919 */
890 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
891 921
892 if(tmp->other_arch) cone_drop(tmp); 922 if (tmp->other_arch)
923 cone_drop (tmp);
893 } 924 }
925
894 return success; 926 return success;
895} 927}
896 928
897/**************************************************************************** 929/****************************************************************************
898 * 930 *
899 * BOMB related code 931 * BOMB related code
900 * 932 *
901 ****************************************************************************/ 933 ****************************************************************************/
902 934
903
904/* This handles an exploding bomb. 935/* This handles an exploding bomb.
905 * op is the original bomb object. 936 * op is the original bomb object.
906 */ 937 */
938void
907void animate_bomb(object *op) { 939animate_bomb (object *op)
940{
908 int i; 941 int i;
909 object *env, *tmp; 942 object *env, *tmp;
910 archetype *at;
911 943
912 if(op->state!=NUM_ANIMATIONS(op)-1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return;
946
947 env = object_get_env_recursive (op);
948
949 if (op->env)
950 {
951 if (env->map == NULL)
913 return; 952 return;
914 953
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER) 954 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 955 esrv_del_item (env->contr, op->count);
924 956
925 remove_ob(op); 957 if (!(op = op->insert_at (env, op)))
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 958 return;
940 } 959 }
941 960
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
942 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 972 * so just set up the appropriate values.
945 */ 973 */
946 at = find_archetype(SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 975 {
948 for(i=1;i<9;i++) { 976 for (i = 1; i < 9; i++)
977 {
949 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]))
950 continue; 979 continue;
980
951 tmp = arch_to_object(at); 981 tmp = arch_to_object (at);
952 tmp->direction = i; 982 tmp->direction = i;
953 tmp->range = op->range; 983 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 985 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 987 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 988 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 989 tmp->skill = op->skill;
960 } 990
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 992 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 993
964 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 995 move_bullet (tmp);
967 } 996 }
968 } 997 }
969 998
970 explode_bullet(op); 999 explode_bullet (op);
971} 1000}
972 1001
1002int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1003create_bomb (object *op, object *caster, int dir, object *spell)
1004{
974 1005
975 object *tmp; 1006 object *tmp;
976 int mflags; 1007 int mflags;
977 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];
978 mapstruct *m; 1009 maptile *m;
979 1010
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1011 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 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 {
982 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.");
983 return 0; 1015 return 0;
984 } 1016 }
985 tmp=arch_to_object(spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
986 1018
987 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 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);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
992 1024
993 set_owner(tmp,op); 1025 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1027
996 tmp->y=dy; 1028 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1029 return 1;
999} 1030}
1000 1031
1001/**************************************************************************** 1032/****************************************************************************
1002 * 1033 *
1003 * smite related spell code. 1034 * smite related spell code.
1011 * dir is the direction to look in. 1042 * dir is the direction to look in.
1012 * range is how far out to look. 1043 * range is how far out to look.
1013 * 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.
1014 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1015 */ 1046 */
1016 1047object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1048get_pointed_target (object *op, int dir, int range, int type)
1049{
1018 object *target; 1050 object *target;
1019 sint16 x,y; 1051 sint16 x, y;
1020 int dist, mflags; 1052 int dist, mflags;
1021 mapstruct *mp; 1053 maptile *mp;
1022 1054
1023 if (dir==0) return NULL; 1055 if (dir == 0)
1024
1025 for (dist=1; dist<range; dist++) {
1026 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1030
1031 if (mflags & P_OUT_OF_MAP) return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1035
1036 if (mflags & P_IS_ALIVE) {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1039 return target;
1040 }
1041 }
1042 }
1043 }
1044 return NULL; 1056 return NULL;
1045}
1046 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}
1047 1082
1048/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1050 * usual params - 1085 * usual params -
1051 * op = player 1086 * op = player
1052 * caster = object casting the spell. 1087 * caster = object casting the spell.
1053 * dir = direction being cast 1088 * dir = direction being cast
1054 * spell = spell object 1089 * spell = spell object
1055 */ 1090 */
1056 1091
1092int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{
1058 object *effect, *target; 1095 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1096 object *god = find_god (determine_god (op));
1060 int range; 1097 int range;
1061 1098
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1099 range = spell->range + SP_level_range_adjust (caster, spell);
1063 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);
1064 1101
1065 /* Bunch of conditions for casting this spell. Note that only 1102 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1103 * require a god if this is a cleric spell (requires grace).
1067 * 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
1068 * 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
1069 * interesting spell. 1106 * interesting spell.
1070 * 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
1071 * can't be friendly to your god. 1108 * can't be friendly to your god.
1072 */ 1109 */
1073 1110
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1112 || (!god && spell->stats.grace)
1076 ||(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)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1114 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1116 return 0;
1080 } 1117 }
1081 1118
1082 if (spell->other_arch) 1119 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1120 effect = arch_to_object (spell->other_arch);
1084 else 1121 else
1085 return 0; 1122 return 0;
1086 1123
1087 /* tailor the effect by priest level and worshipped God */ 1124 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1125 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1126 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 {
1091 if(tailor_god_spell(effect,op)) 1129 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1131 else
1132 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1134 return 0;
1097 } 1135 }
1098 } 1136 }
1099 1137
1100 /* size of the area of destruction */ 1138 /* size of the area of destruction */
1101 effect->range=spell->range + 1139 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1140 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1141
1106 if (effect->attacktype & AT_DEATH) { 1142 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1143 {
1108 SP_level_dam_adjust(caster,spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1145
1110 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1148 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1149 if (random_roll (0, 2, op, PREFER_LOW))
1150 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1152 effect->x = op->x;
1115 effect->y=op->y; 1153 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1154 }
1155 else
1156 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1158 target->stats.hp = target->stats.maxhp * 2;
1159 effect->destroy ();
1160 return 0;
1123 } 1161 }
1124 } else { 1162 }
1163 }
1164 else
1165 {
1125 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1167 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1168 }
1129 1169
1130 set_owner(effect,op); 1170 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1132 1172
1133 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1174 effect->insert_at (target, op);
1135 effect->y=target->y; 1175
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1176 return 1;
1139} 1177}
1140 1178
1141 1179
1142/**************************************************************************** 1180/****************************************************************************
1143 * 1181 *
1145 * 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
1146 * code here is just to move the missile. 1184 * code here is just to move the missile.
1147 ****************************************************************************/ 1185 ****************************************************************************/
1148 1186
1149/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1188void
1150void move_missile(object *op) { 1189move_missile (object *op)
1190{
1151 int i, mflags; 1191 int i, mflags;
1152 object *owner; 1192 object *owner;
1153 sint16 new_x, new_y; 1193 sint16 new_x, new_y;
1154 mapstruct *m; 1194 maptile *m;
1155 1195
1156 if (op->range-- <=0) { 1196 if (op->range-- <= 0)
1157 remove_ob(op); 1197 {
1158 free_object(op); 1198 op->destroy ();
1159 return; 1199 return;
1160 } 1200 }
1161 1201
1162 owner = get_owner(op); 1202 owner = op->owner;
1163#if 0 1203#if 0
1164 /* 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
1165 * monster that are then killed would continue to survive 1205 * monster that are then killed would continue to survive
1166 */ 1206 */
1167 if (owner == NULL) { 1207 if (owner == NULL)
1168 remove_ob(op); 1208 {
1169 free_object(op); 1209 op->destroy ();
1170 return; 1210 return;
1171 } 1211 }
1172#endif 1212#endif
1173 1213
1174 new_x = op->x + DIRX(op); 1214 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1215 new_y = op->y + DIRY (op);
1176 1216
1177 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);
1178 1218
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 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))))
1181 tag_t tag = op->count; 1220 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1221 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1222 /* Basically, missile only hits one thing then goes away.
1184 * 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.
1185 */ 1224 */
1186 if ( ! was_destroyed (op, tag)) { 1225 if (!op->destroyed ())
1187 remove_ob (op); 1226 op->destroy ();
1188 free_object(op); 1227
1189 }
1190 return; 1228 return;
1191 } 1229 }
1192 1230
1193 remove_ob(op); 1231 op->remove ();
1232
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1234 {
1235 op->destroy ();
1196 return; 1236 return;
1197 } 1237 }
1198 op->x = new_x; 1238
1199 op->y = new_y; 1239 i = spell_find_dir (m, new_x, new_y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1240 if (i > 0 && i != op->direction)
1241 {
1203 op->direction=i; 1242 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1205 } 1244 }
1206 insert_ob_in_map(op,op->map,op,0); 1245
1246 m->insert (op, new_x, new_y, op);
1207} 1247}
1208 1248
1209/**************************************************************************** 1249/****************************************************************************
1210 * Destruction 1250 * Destruction
1211 ****************************************************************************/ 1251 ****************************************************************************/
1252
1212/* make_object_glow() - currently only makes living objects glow. 1253/* make_object_glow() - currently only makes living objects glow.
1213 * 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
1214 * object. if time is 0, the object glows permanently. To truely 1255 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1256 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1257 * give them the capability to have an inventory. b.t.
1217 */ 1258 */
1218 1259
1260int
1219int make_object_glow(object *op, int radius, int time) { 1261make_object_glow (object *op, int radius, int time)
1262{
1220 object *tmp; 1263 object *tmp;
1221 1264
1222 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1267 return 0;
1225 1268
1226 tmp=get_archetype(FORCE_NAME); 1269 tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1271 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1273 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1274 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1275 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1276
1234 tmp->x=op->x; 1277 tmp->x = op->x;
1235 tmp->y=op->y; 1278 tmp->y = op->y;
1236 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 */
1237 tmp=insert_ob_in_ob(tmp,op); 1281 tmp = insert_ob_in_ob (tmp, op);
1238 if (tmp->glow_radius > op->glow_radius) 1282 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1283 op->glow_radius = tmp->glow_radius;
1240 1284
1241 if(!tmp->env||op!=tmp->env) { 1285 if (!tmp->env || op != tmp->env)
1286 {
1242 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);
1243 &op->name);
1244 return 0; 1288 return 0;
1245 } 1289 }
1246 return 1; 1290 return 1;
1247} 1291}
1248 1292
1249 1293int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1294cast_destruction (object *op, object *caster, object *spell_ob)
1295{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1297 sint16 sx, sy;
1255 mapstruct *m; 1298 maptile *m;
1256 object *tmp; 1299 object *tmp;
1257 const char *skill; 1300 const char *skill;
1258 1301
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1302 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 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);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1304 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1305 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1306 friendly = 1;
1263 1307
1264 /* destruction doesn't use another spell object, so we need 1308 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1309 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1310 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through 1311 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1312 * the full share string/free_string route.
1269 */ 1313 */
1270 skill = op->skill; 1314 skill = op->skill;
1315 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1316 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1317 else if (caster->skill)
1318 op->skill = caster->skill;
1319 else
1273 else op->skill = NULL; 1320 op->skill = NULL;
1274 1321
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1276 1323
1277 for(i= -range; i<range; i++) { 1324 for (i = -range; i < range; i++)
1325 {
1278 for(j=-range; j<range ; j++) { 1326 for (j = -range; j < range; j++)
1327 {
1279 m = op->map; 1328 m = op->map;
1280 sx = op->x + i; 1329 sx = op->x + i;
1281 sy = op->y + j; 1330 sy = op->y + j;
1331
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1333 if (mflags & P_OUT_OF_MAP)
1334 continue;
1335
1284 if (mflags & P_IS_ALIVE) { 1336 if (mflags & P_IS_ALIVE)
1337 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1338 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1340 break;
1341
1342 if (tmp)
1287 } 1343 {
1288 if (tmp) { 1344 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1345 tmp = tmp->head;
1290 1346
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1347 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1349 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1350 if (spell_ob->subtype == SP_DESTRUCTION)
1351 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1353 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1355 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1357 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 } 1360 }
1311 } 1361 }
1312 } 1362 }
1313 } 1363 }
1314 } 1364 }
1315 } 1365 }
1366
1316 op->skill = skill; 1367 op->skill = skill;
1317 return 1; 1368 return 1;
1318} 1369}
1319 1370
1320/*************************************************************************** 1371/***************************************************************************
1321 * 1372 *
1322 * CURSE 1373 * CURSE
1323 * 1374 *
1324 ***************************************************************************/ 1375 ***************************************************************************/
1325 1376
1377int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1378cast_curse (object *op, object *caster, object *spell_ob, int dir)
1379{
1327 object *god = find_god(determine_god(op)); 1380 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1381 object *tmp, *force;
1329 1382
1330 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);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1384 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1385 {
1334 "There is no one in that direction to curse."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1387 return 0;
1336 } 1388 }
1337 1389
1338 /* 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. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1391 for (force = tmp->inv; force != NULL; force = force->below)
1392 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 {
1341 if (force->name == spell_ob->name) { 1395 if (force->name == spell_ob->name)
1396 {
1342 break; 1397 break;
1343 } 1398 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1399 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1400 {
1346 "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);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1402 return 0;
1349 } 1403 }
1350 } 1404 }
1351 } 1405 }
1352 1406
1353 if(force==NULL) { 1407 if (force == NULL)
1408 {
1354 force=get_archetype(FORCE_NAME); 1409 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1410 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1411 if (spell_ob->race)
1357 force->name = spell_ob->race; 1412 force->name = spell_ob->race;
1358 else 1413 else
1359 force->name = spell_ob->name; 1414 force->name = spell_ob->name;
1360 1415
1361 force->name_pl = spell_ob->name; 1416 force->name_pl = spell_ob->name;
1362 1417
1363 } else { 1418 }
1419 else
1420 {
1364 int duration; 1421 int duration;
1365 1422
1366 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;
1367 if (duration > force->duration) { 1424 if (duration > force->duration)
1425 {
1368 force->duration = duration; 1426 force->duration = duration;
1369 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.");
1428 }
1370 } else { 1429 else
1430 {
1371 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.");
1372 } 1432 }
1373 return 1; 1433 return 1;
1374 } 1434 }
1375 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;
1376 force->speed = 1.0; 1436 force->speed = 1.f;
1377 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1379 1439
1380 if(god) { 1440 if (god)
1441 {
1381 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1443 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1444 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1445 force->path_denied = god->path_denied;
1385 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);
1386 "You are a victim of %s's curse!", &god->name); 1447 }
1387 } else 1448 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1450
1390 1451
1391 if(tmp!=op && op->type==PLAYER) 1452 if (tmp != op && op->type == PLAYER)
1392 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);
1393 1454
1394 force->stats.ac = spell_ob->stats.ac; 1455 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1456 force->stats.wc = spell_ob->stats.wc;
1396 1457
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1458 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1459 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1460 tmp->update_stats ();
1400 return 1; 1461 return 1;
1401 1462
1402} 1463}
1403
1404 1464
1405/********************************************************************** 1465/**********************************************************************
1406 * mood change 1466 * mood change
1407 * 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
1408 * effects monsters, it seems best to put it into this file 1468 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1469 ***********************************************************************/
1410 1470
1411/* This covers the various spells that change the moods of monsters - 1471/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1472 * makes them angry, peacful, friendly, etc.
1413 */ 1473 */
1474int
1414int mood_change(object *op, object *caster, object *spell) { 1475mood_change (object *op, object *caster, object *spell)
1476{
1415 object *tmp, *god, *head; 1477 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1478 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1479 sint16 x, y, nx, ny;
1418 mapstruct *m; 1480 maptile *m;
1419 const char *race; 1481 const char *race;
1420 1482
1421 /* 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
1422 * doing it over and over again. 1484 * doing it over and over again.
1423 */ 1485 */
1424 god=find_god(determine_god(op)); 1486 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1487 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1488 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1489
1428 /* 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_...
1429 * 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
1430 * won't ever match anything. 1492 * won't ever match anything.
1431 */ 1493 */
1432 if (!spell->race) race=NULL; 1494 if (!spell->race)
1495 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1496 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1497 race = god->slaying;
1434 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
1435 else race = spell->race; 1501 race = spell->race;
1436
1437 1502
1438 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1504 for (y = op->y - range; y <= op->y + range; y++)
1440 1505 {
1441 done_one=0; 1506 done_one = 0;
1442 m = op->map; 1507 m = op->map;
1443 nx = x; 1508 nx = x;
1444 ny = y; 1509 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1511 if (mflags & P_OUT_OF_MAP)
1512 continue;
1447 1513
1448 /* 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 */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1515 if (!(mflags & P_IS_ALIVE))
1516 continue;
1450 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
1451 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)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1525 break;
1453 1526
1454 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1528 if (!tmp || tmp->type == PLAYER)
1529 continue;
1456 1530
1457 /* Only the head has meaningful data, so resolve to that */ 1531 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1532 if (tmp->head)
1533 head = tmp->head;
1534 else
1459 else head=tmp; 1535 head = tmp;
1460 1536
1461 /* 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 */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1538 if (race && head->race && !strstr (race, head->race))
1539 continue;
1540
1463 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;
1464 1543
1465 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1545 best_at = -1;
1467 if (spell->attacktype) { 1546 if (spell->attacktype)
1547 {
1468 for (at=0; at < NROFATTACKS; at++) 1548 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1549 if (spell->attacktype & (1 << at))
1470 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;
1471 1552
1472 if (best_at == -1) at=0; 1553 if (best_at == -1)
1554 at = 0;
1555 else
1556 {
1557 if (head->resist[best_at] == 100)
1558 continue;
1473 else { 1559 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1560 at = head->resist[best_at] / 5;
1476 } 1561 }
1477 at -= level / 5; 1562 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1563 if (did_make_save (head, head->level, at))
1564 continue;
1479 } 1565 }
1480 else /* spell->attacktype */ 1566 else /* spell->attacktype */
1567 {
1481 /* 1568 /*
1482 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:
1483 * if spell level < monster level, no go 1570 * if spell level < monster level, no go
1484 * 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 ) )
1485 1572
1486 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.
1487 1574
1488 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
1489 charm a level 125 monster... 1576 charm a level 125 monster...
1490 1577
1491 Ryo, august 14th 1578 Ryo, august 14th
1492 */ 1579 */
1493 {
1494 if ( head->level > level ) continue; 1580 if (head->level > level)
1581 continue;
1582
1495 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))))
1496 /* Failed, no effect */ 1584 /* Failed, no effect */
1497 continue; 1585 continue;
1498 } 1586 }
1499 1587
1500 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1501 1589
1502 /* aggravation */ 1590 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1592 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1594 remove_friendly_object (head);
1507
1508 done_one = 1; 1595 done_one = 1;
1509 head->enemy = op; 1596 head->enemy = op;
1510 } 1597 }
1511 1598
1512 /* calm monsters */ 1599 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1600 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1601 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1602 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1603 head->enemy = NULL;
1516 done_one = 1; 1604 done_one = 1;
1517 } 1605 }
1518 1606
1519 /* berserk monsters */ 1607 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1609 {
1521 SET_FLAG(head, FLAG_BERSERK); 1610 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1611 done_one = 1;
1523 } 1612 }
1613
1524 /* charm */ 1614 /* charm */
1525 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))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1616 {
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1617 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 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.
1529 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. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1620 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1621 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1622 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1623 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1624 head->attack_movement = PETMOVE;
1535 done_one = 1; 1625 done_one = 1;
1536 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);
1537 head->stats.exp = 0; 1627 head->stats.exp = 0;
1538 } 1628 }
1539 1629
1540 /* If a monster was effected, put an effect in */ 1630 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1631 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1633 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1634
1549 return 1; 1635 return 1;
1550} 1636}
1551 1637
1552 1638
1553/* 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
1554 * 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
1555 * lightning spell used it, that seemed misnamed. 1641 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1642 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1643 * note that duration is handled by process_object() in time.c
1558 */ 1644 */
1559 1645
1646void
1560void move_ball_spell(object *op) { 1647move_ball_spell (object *op)
1648{
1561 int i,j,dam_save,dir, mflags; 1649 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1650 sint16 nx, ny, hx, hy;
1563 object *owner; 1651 object *owner;
1564 mapstruct *m; 1652 maptile *m;
1565 1653
1566 owner = get_owner(op); 1654 owner = op->owner;
1567 1655
1568 /* 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,
1569 * 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
1570 * victim. The block immediately below more or less chooses a random 1658 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1659 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1660 * deviations.
1573 */ 1661 */
1574 1662
1575 dir = 0; 1663 dir = 0;
1576 if(!(rndm(0, 3))) 1664 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1665 j = rndm (0, 1);
1578 else j=0; 1666 else
1667 j = 0;
1579 1668
1580 for(i = 1; i < 9; i++) { 1669 for (i = 1; i < 9; i++)
1670 {
1581 /* i bit 0: alters sign of offset 1671 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1672 * other bits (i / 2): absolute value of offset
1583 */ 1673 */
1584 1674
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1675 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1676 int tmpdir = absdir (op->direction + offset);
1587 1677
1588 nx = op->x + freearr_x[tmpdir]; 1678 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1679 ny = op->y + freearr_y[tmpdir];
1590 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))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1681 {
1592 dir = tmpdir; 1682 dir = tmpdir;
1593 break; 1683 break;
1594 } 1684 }
1595 } 1685 }
1596 if (dir == 0) { 1686 if (dir == 0)
1687 {
1597 nx = op->x; 1688 nx = op->x;
1598 ny = op->y; 1689 ny = op->y;
1599 m = op->map; 1690 m = op->map;
1600 } 1691 }
1601 1692
1602 remove_ob(op); 1693 m->insert (op, nx, ny, op);
1603 op->y=ny; 1694
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1695 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1696 surrounding squares */
1609 1697
1610 /* loop over current square and neighbors to hit. 1698 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1700 * the surround spaces.
1613 */ 1701 */
1614 for(j=0;j<9;j++) { 1702 for (j = 0; j < 9; j++)
1615 object *new_ob; 1703 {
1616
1617 hx = nx+freearr_x[j]; 1704 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1705 hy = ny + freearr_y[j];
1619 1706
1620 m = op->map; 1707 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1709
1623 if (mflags & P_OUT_OF_MAP) continue; 1710 if (mflags & P_OUT_OF_MAP)
1711 continue;
1624 1712
1625 /* 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
1626 * of the map either. 1714 * of the map either.
1627 */ 1715 */
1628 1716
1629 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)))
1718 {
1719 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1720 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1721 hit_map (op, j, op->attacktype, 1);
1632 1722
1633 } 1723 }
1634 1724
1635 /* insert the other arch */ 1725 /* insert the other arch */
1636 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))))
1637 new_ob = arch_to_object(op->other_arch); 1727 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1728 }
1643 1729
1644 /* restore to the center location and damage*/ 1730 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1731 op->stats.dam = dam_save;
1646 1732
1647 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);
1648 1734
1649 if(i>=0) { /* we have a preferred direction! */ 1735 if (i >= 0)
1736 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1737 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1738 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1739 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1741
1655 op->direction=i; 1742 op->direction = i;
1656 } 1743 }
1657} 1744}
1658 1745
1659 1746
1660/* move_swarm_spell: peterm 1747/* move_swarm_spell: peterm
1663 * 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
1664 * 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
1665 * 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.
1666 */ 1753 */
1667 1754
1755void
1668void move_swarm_spell(object *op) 1756move_swarm_spell (object *op)
1669{ 1757{
1670 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1671 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1672 sint16 target_x, target_y, origin_x, origin_y;
1673 int basedir, adjustdir;
1674 mapstruct *m;
1675 object *owner;
1676
1677 owner = get_owner(op);
1678 if(op->duration == 0 || owner == NULL) {
1679 remove_ob(op);
1680 free_object(op);
1681 return;
1682 }
1683 op->duration--;
1684
1685 basedir = op->direction;
1686 if(basedir == 0) {
1687 /* spray in all directions! 8) */
1688 basedir = rndm(1, 8);
1689 }
1690
1691#if 0 1758#if 0
1692 // 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 };
1693 // (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 };
1694 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1761 sint16 target_x, target_y, origin_x, origin_y;
1695 // space. 1762 int adjustdir;
1696 // should be fixed later, but correctness before featurs... 1763 maptile *m;
1697 // (schmorp)
1698
1699 /* new offset calculation to make swarm element distribution
1700 * more uniform
1701 */
1702 if(op->duration) {
1703 if(basedir & 1) {
1704 adjustdir = cardinal_adjust[rndm(0, 8)];
1705 } else {
1706 adjustdir = diagonal_adjust[rndm(0, 9)];
1707 }
1708 } else {
1709 adjustdir = 0; /* fire the last one from forward. */
1710 }
1711
1712 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1713 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1714
1715 /* back up one space so we can hit point-blank targets, but this
1716 * necessitates extra out_of_map check below
1717 */
1718 origin_x = target_x - freearr_x[basedir];
1719 origin_y = target_y - freearr_y[basedir];
1720
1721
1722 /* spell pointer is set up for the spell this casts. Since this
1723 * should just be a pointer to the spell in some inventory,
1724 * it is unlikely to disappear by the time we need it. However,
1725 * do some sanity checking anyways.
1726 */
1727
1728 if (op->spell && op->spell->type == SPELL &&
1729 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1730 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1731
1732 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1737 }
1738#endif 1764#endif
1765 int basedir;
1766 object *owner;
1739 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
1740 /* 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
1741 * should just be a pointer to the spell in some inventory, 1822 * should just be a pointer to the spell in some inventory,
1742 * 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,
1743 * do some sanity checking anyways. 1824 * do some sanity checking anyways.
1744 */ 1825 */
1745 1826
1746 if (op->spell && op->spell->type == SPELL) 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))))
1747 { 1830 {
1831
1748 /* Bullet spells have a bunch more customization that needs to be done */ 1832 /* Bullet spells have a bunch more customization that needs to be done */
1749 if (op->spell->subtype == SP_BULLET) 1833 if (op->spell->subtype == SP_BULLET)
1750 fire_bullet(owner, op, basedir, op->spell); 1834 fire_bullet (owner, op, basedir, op->spell);
1751 else if (op->spell->subtype == SP_MAGIC_MISSILE) 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
1846 if (op->spell && op->spell->type == SPELL)
1847 {
1848 /* Bullet spells have a bunch more customization that needs to be done */
1849 if (op->spell->subtype == SP_BULLET)
1850 fire_bullet (owner, op, basedir, op->spell);
1851 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1752 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);
1753 } 1853 }
1754} 1854}
1755 1855
1756 1856
1757 1857
1758 1858
1766 * dir: the direction everything will be fired in 1866 * dir: the direction everything will be fired in
1767 * spell - the spell that is this spell. 1867 * spell - the spell that is this spell.
1768 * n: the number to be fired. 1868 * n: the number to be fired.
1769 */ 1869 */
1770 1870
1871int
1771int fire_swarm (object *op, object *caster, object *spell, int dir) 1872fire_swarm (object *op, object *caster, object *spell, int dir)
1772{ 1873{
1773 object *tmp; 1874 object *tmp;
1774 int i; 1875 int i;
1775 1876
1776 if (!spell->other_arch) return 0; 1877 if (!spell->other_arch)
1878 return 0;
1777 1879
1778 tmp=get_archetype(SWARM_SPELL); 1880 tmp = get_archetype (SWARM_SPELL);
1779 tmp->x=op->x;
1780 tmp->y=op->y;
1781 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. */
1782 set_spell_skill(op, caster, spell, tmp); 1882 set_spell_skill (op, caster, spell, tmp);
1783 1883
1784 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. */
1785 tmp->spell = arch_to_object(spell->other_arch); 1885 tmp->spell = arch_to_object (spell->other_arch);
1786 1886
1787 tmp->attacktype = tmp->spell->attacktype; 1887 tmp->attacktype = tmp->spell->attacktype;
1788 1888
1789 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1790 if ( ! tailor_god_spell (tmp, op)) 1890 if (!tailor_god_spell (tmp, op))
1791 return 1; 1891 return 1;
1792 } 1892
1793 tmp->duration = SP_level_duration_adjust(caster, spell); 1893 tmp->duration = SP_level_duration_adjust (caster, spell);
1794 for (i=0; i< spell->duration; i++) 1894 for (i = 0; i < spell->duration; i++)
1795 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1796 1896
1797 tmp->direction=dir; 1897 tmp->direction = dir;
1798 tmp->invisible=1; 1898 tmp->invisible = 1;
1799 insert_ob_in_map(tmp,op->map,op,0); 1899
1900 tmp->insert_at (op, op);
1800 return 1; 1901 return 1;
1801} 1902}
1802 1903
1803 1904
1804/* See the spells documentation file for why this is its own 1905/* See the spells documentation file for why this is its own
1805 * function. 1906 * function.
1806 */ 1907 */
1908int
1807int cast_light(object *op,object *caster,object *spell, int dir) { 1909cast_light (object *op, object *caster, object *spell, int dir)
1910{
1808 object *target=NULL,*tmp=NULL; 1911 object *target = NULL, *tmp = NULL;
1809 sint16 x,y; 1912 sint16 x, y;
1810 int dam, mflags; 1913 int dam, mflags;
1811 mapstruct *m; 1914 maptile *m;
1812 1915
1813 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 1917
1815 if(!dir) { 1918 if (!dir)
1919 {
1816 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1920 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1817 return 0; 1921 return 0;
1818 } 1922 }
1819 1923
1820 x=op->x+freearr_x[dir]; 1924 x = op->x + freearr_x[dir];
1821 y=op->y+freearr_y[dir]; 1925 y = op->y + freearr_y[dir];
1822 m = op->map; 1926 m = op->map;
1823 1927
1824 mflags = get_map_flags(m, &m, x, y, &x, &y); 1928 mflags = get_map_flags (m, &m, x, y, &x, &y);
1825 1929
1826 if (mflags & P_OUT_OF_MAP) { 1930 if (mflags & P_OUT_OF_MAP)
1931 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1932 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1828 return 0; 1933 return 0;
1829 } 1934 }
1830 1935
1831 if (mflags & P_IS_ALIVE && spell->attacktype) { 1936 if (mflags & P_IS_ALIVE && spell->attacktype)
1937 {
1832 for(target=get_map_ob(m,x,y);target;target=target->above) 1938 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1833 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1939 if (QUERY_FLAG (target, FLAG_MONSTER))
1940 {
1834 /* oky doky. got a target monster. Lets make a blinding attack */ 1941 /* oky doky. got a target monster. Lets make a blinding attack */
1942 if (target->head)
1835 if(target->head) target = target->head; 1943 target = target->head;
1836 (void) hit_player(target,dam,op,spell->attacktype,1); 1944 (void) hit_player (target, dam, op, spell->attacktype, 1);
1837 return 1; /* one success only! */ 1945 return 1; /* one success only! */
1838 } 1946 }
1839 } 1947 }
1840 1948
1841 /* no live target, perhaps a wall is in the way? */ 1949 /* no live target, perhaps a wall is in the way? */
1842 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 {
1843 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.");
1844 return 0; 1953 return 0;
1845 } 1954 }
1846 1955
1847 /* 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 */
1848 tmp=arch_to_object(spell->other_arch); 1957 tmp = arch_to_object (spell->other_arch);
1849 if(!tmp) { 1958 if (!tmp)
1959 {
1850 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1960 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1851 return 0; 1961 return 0;
1852 } 1962 }
1853 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1963 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1854 if (tmp->glow_radius) { 1964 if (tmp->glow_radius)
1965 {
1855 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1856 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;
1857 } 1969 }
1858 tmp->x=x; 1970
1859 tmp->y=y; 1971 m->insert (tmp, x, y, op);
1860 insert_ob_in_map(tmp,m,op,0);
1861 return 1; 1972 return 1;
1862} 1973}
1863 1974
1864 1975
1865 1976
1866 1977
1869 * 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
1870 * 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
1871 * perhaps this should actually be in disease.c? 1982 * perhaps this should actually be in disease.c?
1872 */ 1983 */
1873 1984
1985int
1874int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1986cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{
1875 sint16 x,y; 1988 sint16 x, y;
1876 int i, mflags, range, dam_mod, dur_mod; 1989 int i, mflags, range, dam_mod, dur_mod;
1877 object *walk; 1990 object *walk;
1878 mapstruct *m; 1991 maptile *m;
1879 1992
1880 x = op->x; 1993 x = op->x;
1881 y = op->y; 1994 y = op->y;
1882 1995
1883 /* 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
1884 * direction the player is pointing. 1997 * direction the player is pointing.
1885 */ 1998 */
1999 if (!dir)
1886 if (!dir) dir=op->facing; 2000 dir = op->facing;
2001 if (!dir)
1887 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 */
1888 2003
1889 /* Calculate these once here */ 2004 /* Calculate these once here */
1890 range = spell->range + SP_level_range_adjust(caster, spell); 2005 range = spell->range + SP_level_range_adjust (caster, spell);
1891 dam_mod = SP_level_dam_adjust(caster, spell); 2006 dam_mod = SP_level_dam_adjust (caster, spell);
1892 dur_mod = SP_level_duration_adjust(caster, spell); 2007 dur_mod = SP_level_duration_adjust (caster, spell);
1893 2008
1894 /* search in a line for a victim */ 2009 /* search in a line for a victim */
1895 for(i=1; i<range; i++) { 2010 for (i = 1; i < range; i++)
2011 {
1896 x = op->x + i * freearr_x[dir]; 2012 x = op->x + i * freearr_x[dir];
1897 y = op->y + i * freearr_y[dir]; 2013 y = op->y + i * freearr_y[dir];
1898 m = op->map; 2014 m = op->map;
1899 2015
1900 mflags = get_map_flags(m, &m, x, y, &x, &y); 2016 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 2017
1902 if (mflags & P_OUT_OF_MAP) return 0; 2018 if (mflags & P_OUT_OF_MAP)
2019 return 0;
1903 2020
1904 /* don't go through walls - presume diseases are airborne */ 2021 /* don't go through walls - presume diseases are airborne */
1905 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;
1906 2024
1907 /* 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 */
1908 if (mflags & P_IS_ALIVE) { 2026 if (mflags & P_IS_ALIVE)
2027 {
1909 /* search this square for a victim */ 2028 /* search this square for a victim */
1910 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)
1911 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 */
1912 object *disease = arch_to_object(spell->other_arch); 2032 object *disease = arch_to_object (spell->other_arch);
1913 2033
1914 set_owner(disease,op); 2034 disease->set_owner (op);
1915 set_spell_skill(op, caster, spell, disease); 2035 set_spell_skill (op, caster, spell, disease);
1916 disease->stats.exp = 0; 2036 disease->stats.exp = 0;
1917 disease->level = caster_level(caster, spell); 2037 disease->level = caster_level (caster, spell);
1918 2038
1919 /* do level adjustments */ 2039 /* do level adjustments */
1920 if(disease->stats.wc) 2040 if (disease->stats.wc)
1921 disease->stats.wc += dur_mod/2; 2041 disease->stats.wc += dur_mod / 2;
1922 2042
1923 if(disease->magic> 0) 2043 if (disease->magic > 0)
1924 disease->magic += dur_mod/4; 2044 disease->magic += dur_mod / 4;
1925 2045
1926 if(disease->stats.maxhp>0) 2046 if (disease->stats.maxhp > 0)
1927 disease->stats.maxhp += dur_mod; 2047 disease->stats.maxhp += dur_mod;
1928 2048
1929 if(disease->stats.maxgrace>0) 2049 if (disease->stats.maxgrace > 0)
1930 disease->stats.maxgrace += dur_mod; 2050 disease->stats.maxgrace += dur_mod;
1931 2051
1932 if(disease->stats.dam) { 2052 if (disease->stats.dam)
1933 if(disease->stats.dam > 0)
1934 disease->stats.dam += dam_mod;
1935 else disease->stats.dam -= dam_mod;
1936 }
1937
1938 if(disease->last_sp) {
1939 disease->last_sp -= 2*dam_mod;
1940 if(disease->last_sp <1) disease->last_sp = 1;
1941 }
1942
1943 if(disease->stats.maxsp) {
1944 if(disease->stats.maxsp > 0)
1945 disease->stats.maxsp += dam_mod;
1946 else disease->stats.maxsp -= dam_mod;
1947 }
1948 2053 {
1949 if(disease->stats.ac) 2054 if (disease->stats.dam > 0)
1950 disease->stats.ac += dam_mod; 2055 disease->stats.dam += dam_mod;
1951 2056 else
1952 if(disease->last_eat)
1953 disease->last_eat -= dam_mod;
1954
1955 if(disease->stats.hp)
1956 disease->stats.hp -= dam_mod; 2057 disease->stats.dam -= dam_mod;
1957
1958 if(disease->stats.sp)
1959 disease->stats.sp -= dam_mod;
1960
1961 if(infect_object(walk,disease,1)) {
1962 object *flash; /* visual effect for inflicting disease */
1963
1964 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1965
1966 free_object(disease); /* don't need this one anymore */
1967 flash=get_archetype(ARCH_DETECT_MAGIC);
1968 flash->x = x;
1969 flash->y = y;
1970 flash->map = walk->map;
1971 insert_ob_in_map(flash,walk->map,op,0);
1972 return 1;
1973 } 2058 }
1974 free_object(disease); 2059
2060 if (disease->last_sp)
2061 {
2062 disease->last_sp -= 2 * dam_mod;
2063 if (disease->last_sp < 1)
2064 disease->last_sp = 1;
1975 } 2065 }
2066
2067 if (disease->stats.maxsp)
2068 {
2069 if (disease->stats.maxsp > 0)
2070 disease->stats.maxsp += dam_mod;
2071 else
2072 disease->stats.maxsp -= dam_mod;
2073 }
2074
2075 if (disease->stats.ac)
2076 disease->stats.ac += dam_mod;
2077
2078 if (disease->last_eat)
2079 disease->last_eat -= dam_mod;
2080
2081 if (disease->stats.hp)
2082 disease->stats.hp -= dam_mod;
2083
2084 if (disease->stats.sp)
2085 disease->stats.sp -= dam_mod;
2086
2087 if (infect_object (walk, disease, 1))
2088 {
2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2090
2091 disease->destroy (); /* don't need this one anymore */
2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2093 return 1;
2094 }
2095
2096 disease->destroy ();
2097 }
1976 } /* if living creature */ 2098 } /* if living creature */
1977 } /* for range of spaces */ 2099 } /* for range of spaces */
2100
1978 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2101 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1979 return 1; 2102 return 1;
1980} 2103}

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