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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.3 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.44 by root, Sun Jul 22 14:17:58 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 1.3 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 144
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 155 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
160} 158}
161 159
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
164 */ 162 */
165 163
164void
166void move_bolt(object *op) { 165move_bolt (object *op)
167 object *tmp; 166{
168 int mflags; 167 int mflags;
169 sint16 x, y; 168 sint16 x, y;
170 mapstruct *m; 169 maptile *m;
171 170
172 if(--(op->duration)<0) { 171 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 172 {
173 op->destroy ();
174 return;
175 }
176
177 hit_map(op,0,op->attacktype,1); 177 hit_map (op, 0, op->attacktype, 1);
178 178
179 if(!op->direction) 179 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 180 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 181
250 /* New forking code. Possibly create forks of this object 182 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 183 op->range = 0;
261 } /* copy object and move it along */ 184 else
262 } /* if move bolt along */ 185 {
186 x = op->x + DIRX (op);
187 y = op->y + DIRY (op);
188 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y);
190
191 if (mflags & P_OUT_OF_MAP)
192 return;
193
194 /* We are about to run into something - we may bounce */
195 /* Calling reflwall is pretty costly, as it has to look at all the objects
196 * on the space. So only call reflwall if we think the data it returns
197 * will be useful.
198 */
199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
200 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
202 return;
203
204 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling
207 * on the diagonal, it is trickier - eg, a bolt travelling
208 * northwest bounces different if it hits a north/south
209 * wall (bounces to northeast) vs an east/west (bounces
210 * to the southwest.
211 */
212 if (op->direction & 1)
213 op->direction = absdir (op->direction + 4);
214 else
215 {
216 int left, right;
217 int mflags;
218
219 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
220 * over a corner in a tiled map, it is possible that
221 * op->direction is within an adjacent map but either
222 * op->direction-1 or op->direction+1 does not exist.
223 */
224 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
226
227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228
229 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
232
233 if (left == right)
234 op->direction = absdir (op->direction + 4);
235 else if (left)
236 op->direction = absdir (op->direction + 2);
237 else if (right)
238 op->direction = absdir (op->direction - 2);
239 }
240
241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
242 return;
243 }
244 else
245 { /* Create a copy of this object and put it ahead */
246 object *tmp = op->clone ();
247
248 m->insert (tmp, x, y, op);
249 tmp->speed_left = -0.1f;
250 /* To make up for the decrease at the top of the function */
251 tmp->duration++;
252
253 /* New forking code. Possibly create forks of this object
254 * going off in other directions.
255 */
256 if (rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260
261 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward.
263 */
264 op->range = 0;
265 } /* copy object and move it along */
266 } /* if move bolt along */
263} 267}
264 268
265/* fire_bolt 269/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 270 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 271 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 273 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
271 * pointers. 275 * pointers.
272 */ 276 */
273 277int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
279{
275 object *tmp=NULL; 280 object *tmp = NULL;
276 int mflags; 281 int mflags;
277 282
278 if (!spob->other_arch) 283 if (!spob->other_arch)
279 return 0; 284 return 0;
280 285
281 tmp=arch_to_object(spob->other_arch); 286 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 287 if (tmp == NULL)
283 return 0; 288 return 0;
284 289
285 /* peterm: level dependency for bolts */ 290 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 292 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 293 if (spob->slaying)
294 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 295 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 297 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 298 tmp->stats.Con = spob->stats.Con;
293 299
294 tmp->direction=dir; 300 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 302 SET_ANIMATION (tmp, dir);
297 303
298 set_owner(tmp,op); 304 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
300 306
301 tmp->x=op->x + DIRX(tmp); 307 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 308 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 309 tmp->map = op->map;
304 310
311 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 313 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 314 {
315 tmp->destroy ();
316 return 0;
317 }
318
319 tmp->map = newmap;
320
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 324 {
325 tmp->destroy ();
313 return 0; 326 return 0;
314 } 327 }
315 tmp->x=op->x; 328
316 tmp->y=op->y; 329 tmp->x = op->x;
330 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 332 tmp->map = op->map;
319 } 333 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 336 move_bolt (tmp);
337
322 return 1; 338 return 1;
323} 339}
324
325
326 340
327/*************************************************************************** 341/***************************************************************************
328 * 342 *
329 * BULLET/BALL CODE 343 * BULLET/BALL CODE
330 * 344 *
332 346
333/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 348 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 349 * At least that is what I think this does.
336 */ 350 */
351void
337void explosion(object *op) { 352explosion (object *op)
338 object *tmp; 353{
339 mapstruct *m=op->map; 354 maptile *m = op->map;
340 int i; 355 int i;
341 356
342 if(--(op->duration)<0) { 357 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 358 {
359 op->destroy ();
360 return;
361 }
362
347 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
348 364
349 if(op->range>0) { 365 if (op->range > 0)
350 for(i=1;i<9;i++) { 366 {
367 for (i = 1; i < 9; i++)
368 {
351 sint16 dx,dy; 369 sint16 dx, dy;
352 370
353 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
355 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 375 * out of map, etc.
357 */ 376 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 378 {
360 copy_object(op,tmp); 379 object *tmp = op->clone ();
361 tmp->state=0; 380
362 tmp->speed_left= -0.21; 381 tmp->state = 0;
363 tmp->range--; 382 tmp->speed_left = -0.21f;
364 tmp->value=0; 383 tmp->range--;
365 tmp->x=dx; 384 tmp->value = 0;
366 tmp->y=dy; 385
367 insert_ob_in_map(tmp,m,op,0); 386 m->insert (tmp, dx, dy, op);
387 }
388 }
368 } 389 }
369 }
370 }
371} 390}
372
373 391
374/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
376 * explode. 394 * explode.
377 */ 395 */
396void
378void explode_bullet(object *op) 397explode_bullet (object *op)
379{ 398{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 399 object *tmp, *owner;
382 400
383 if (op->other_arch == NULL) { 401 if (op->other_arch == NULL)
402 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 404 op->destroy ();
386 free_object (op); 405 return;
387 return;
388 } 406 }
389 407
390 if (op->env) { 408 if (op->env)
391 object *env; 409 {
392
393 env = object_get_env_recursive(op); 410 object *env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
412 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 414 op->destroy ();
397 free_object (op);
398 return; 415 return;
399 } 416 }
400 remove_ob (op); 417
401 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 419 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 420 else if (out_of_map (op->map, op->x, op->y))
421 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 423 op->destroy ();
407 free_object (op); 424 return;
408 return;
409 } 425 }
410 426
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 428 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 429 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 431 {
416 remove_ob (op); 432 op->destroy ();
417 free_object (op); 433 return;
434 }
435
436 if (op->attacktype)
437 {
438 hit_map (op, 0, op->attacktype, 1);
439 if (op->destroyed ())
418 return; 440 return;
419 } 441 }
420 442
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
429 445
430 copy_owner (tmp, op); 446 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 448
434 owner = get_owner(op); 449 owner = op->owner;
450
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
436 !tailor_god_spell(tmp, owner)) {
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 452 {
441 tmp->x = op->x; 453 op->destroy ();
442 tmp->y = op->y; 454 return;
455 }
443 456
444 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
459 {
446 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 461 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 462 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 463 tmp->duration = op->duration;
450 } else { 464 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 465 else
466 {
467 if (op->attacktype & AT_MAGIC)
468 tmp->attacktype |= AT_MAGIC;
469
452 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 474 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 475 * the count of the parent should work fine.
458 */ 476 */
459 tmp->stats.maxhp = op->count; 477 tmp->stats.maxhp = op->count;
460 } 478 }
461 479
462 /* Set direction of cone explosion */ 480 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 481 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
465 483
466 /* Prevent recursion */ 484 /* Prevent recursion */
467 op->move_on = 0; 485 op->move_on = 0;
468 486
469 insert_ob_in_map(tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
470 /* remove the firebullet */ 488 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 489 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 490}
476
477
478 491
479/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
481 */ 494 */
482 495void
483void check_bullet(object *op) 496check_bullet (object *op)
484{ 497{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 498 object *tmp;
487 int dam, mflags; 499 int dam, mflags;
488 mapstruct *m; 500 maptile *m;
489 sint16 sx, sy; 501 sint16 sx, sy;
490 502
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 504
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 506 return;
495 507
496 if (op->other_arch) { 508 if (op->other_arch)
509 {
497 /* explode object will also remove op */ 510 /* explode object will also remove op */
498 explode_bullet (op); 511 explode_bullet (op);
499 return; 512 return;
500 } 513 }
501 514
502 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 516 if (!(mflags & P_IS_ALIVE))
517 return;
504 518
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
506 { 520 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 522 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 || (op->stats.dam -= dam) < 0)
512 { 525 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 526 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 527 {
515 free_object(op); 528 op->destroy ();
516 return; 529 return;
517 } 530 }
518 } 531 }
519 } 532 }
520 } 533 }
521} 534}
522
523 535
524/* Basically, we move 'op' one square, and if it hits something, 536/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 537 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 538 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 539 * fired arches (eg, bolts).
528 */ 540 */
529 541void
530void move_bullet(object *op) 542move_bullet (object *op)
531{ 543{
532 sint16 new_x, new_y; 544 sint16 new_x, new_y;
533 int mflags; 545 int mflags;
534 mapstruct *m; 546 maptile *m;
535 547
536#if 0 548#if 0
537 /* We need a better general purpose way to do this */ 549 /* We need a better general purpose way to do this */
538 550
539 /* peterm: added to make comet leave a trail of burnouts 551 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 552 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 553 if (op->stats.sp == SP_METEOR)
554 {
542 replace_insert_ob_in_map("fire_trail",op); 555 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 556 if (op->destroyed ())
544 return; 557 return;
545 } /* end addition. */ 558 } /* end addition. */
546#endif 559#endif
547 560
548 /* Reached the end of its life - remove it */ 561 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 562 if (--op->range <= 0)
563 {
550 if (op->other_arch) { 564 if (op->other_arch)
551 explode_bullet (op); 565 explode_bullet (op);
552 } else { 566 else
553 remove_ob (op); 567 op->destroy ();
554 free_object (op); 568
555 }
556 return; 569 return;
557 } 570 }
558 571
559 new_x = op->x + DIRX(op); 572 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 573 new_y = op->y + DIRY (op);
561 m = op->map; 574 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 575 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
563 576
564 if (mflags & P_OUT_OF_MAP) { 577 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 578 {
566 free_object (op); 579 op->destroy ();
567 return; 580 return;
568 } 581 }
569 582
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 583 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
584 {
571 if (op->other_arch) { 585 if (op->other_arch)
572 explode_bullet (op); 586 explode_bullet (op);
573 } else { 587 else
574 remove_ob (op); 588 op->destroy ();
575 free_object (op); 589
576 }
577 return; 590 return;
578 } 591 }
579 592
580 remove_ob (op); 593 if (!(op = m->insert (op, new_x, new_y, op)))
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return; 594 return;
585 595
586 if (reflwall (op->map, op->x, op->y, op)) { 596 if (reflwall (op->map, op->x, op->y, op))
597 {
587 op->direction = absdir (op->direction + 4); 598 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 599 update_turn_face (op);
589 } else { 600 }
601 else
590 check_bullet (op); 602 check_bullet (op);
591 }
592} 603}
593
594
595
596 604
597/* fire_bullet 605/* fire_bullet
598 * object op (cast from caster) files a bolt in dir. 606 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt. 607 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
601 * spob->attacktype. 609 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
603 * pointers. 611 * pointers.
604 */ 612 */
605 613int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 614fire_bullet (object *op, object *caster, int dir, object *spob)
615{
607 object *tmp=NULL; 616 object *tmp = NULL;
608 int mflags; 617 int mflags;
609 618
610 if (!spob->other_arch) 619 if (!spob->other_arch)
611 return 0; 620 return 0;
612 621
613 tmp=arch_to_object(spob->other_arch); 622 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 623 if (tmp == NULL)
615 return 0; 624 return 0;
616 625
617 /* peterm: level dependency for bolts */ 626 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 627 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 628 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 629 if (spob->slaying)
630 tmp->slaying = spob->slaying;
621 631
622 tmp->range = 50; 632 tmp->range = 50;
623 633
624 /* Need to store duration/range for the ball to use */ 634 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 635 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 636 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 637 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 638
629 tmp->direction=dir; 639 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 640 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 641 SET_ANIMATION (tmp, dir);
632 642
633 set_owner(tmp,op); 643 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 644 set_spell_skill (op, caster, spob, tmp);
635 645
636 tmp->x=op->x + freearr_x[dir]; 646 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 647 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 648 tmp->map = op->map;
639 649
650 maptile *newmap;
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 652 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 653 {
654 tmp->destroy ();
655 return 0;
656 }
657
658 tmp->map = newmap;
659
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 660 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
661 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 663 {
664 tmp->destroy ();
648 return 0; 665 return 0;
649 } 666 }
650 tmp->x=op->x; 667
651 tmp->y=op->y; 668 tmp->x = op->x;
669 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 670 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 671 tmp->map = op->map;
654 } 672 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 673
674 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 675 check_bullet (tmp);
657 } 676
658 return 1; 677 return 1;
659} 678}
660
661
662
663 679
664/***************************************************************************** 680/*****************************************************************************
665 * 681 *
666 * CONE RELATED FUNCTIONS 682 * CONE RELATED FUNCTIONS
667 * 683 *
668 *****************************************************************************/ 684 *****************************************************************************/
669 685
670
671/* drops an object based on what is in the cone's "other_arch" */ 686/* drops an object based on what is in the cone's "other_arch" */
687void
672void cone_drop(object *op) { 688cone_drop (object *op)
689{
673 object *new_ob = arch_to_object(op->other_arch); 690 object *new_ob = arch_to_object (op->other_arch);
674 691
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 692 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 693 new_ob->set_owner (op->owner);
679 694
680 /* preserve skill ownership */ 695 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 696 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 697 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 698
684 } 699 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 700}
688 701
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 702/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 703
704void
691void move_cone(object *op) { 705move_cone (object *op)
706{
692 int i; 707 int i;
693 tag_t tag;
694 708
695 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 710 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 711 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0);
714 return;
715 }
703 716
704 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
719 {
706 hit_map(op,0,op->attacktype,0); 720 hit_map (op, 0, op->attacktype, 0);
707 return; 721 return;
708 } 722 }
709 723
710#if 0 724#if 0
711 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 726 * when their cone dies when they die.
713 */ 727 */
714 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 729 if (op->owner == NULL)
716 remove_ob(op); 730 {
717 free_object(op); 731 op->destroy ();
718 return; 732 return;
719 } 733 }
720#endif 734#endif
721 735
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 736 hit_map (op, 0, op->attacktype, 0);
724 737
725 /* Check to see if we should push anything. 738 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 739 * Spell objects with weight push whatever they encounter to some
727 * degree. 740 * degree.
728 */ 741 */
742 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 743 check_spell_knockback (op);
730 744
731 if (was_destroyed (op, tag)) 745 if (op->destroyed ())
746 return;
747
748 if ((op->duration--) < 0)
749 {
750 op->destroy ();
732 return; 751 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 752 }
739 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 754 * any further. When the duration above expires,
741 * then the object will get removed. 755 * then the object will get removed.
742 */ 756 */
743 if (--op->range < 0) { 757 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 758 {
759 op->range = 0; /* just so it doesn't wrap */
760 return;
761 }
747 762
748 for(i= -1;i<2;i++) { 763 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 764 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 766
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
753 object *tmp=get_object(); 768 {
754 copy_object(op, tmp); 769 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 770
758 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
759 772
760 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 775
763 if (tmp->other_arch) cone_drop(tmp); 776 op->map->insert (tmp, x, y, op);
764 } 777
778 if (tmp->other_arch)
779 cone_drop (tmp);
780 }
765 } 781 }
766} 782}
767 783
768/* cast_cone: casts a cone spell. 784/* cast_cone: casts a cone spell.
769 * op: person firing the object. 785 * op: person firing the object.
771 * dir: direction to fire in. 787 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 788 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 789 * to fire.
774 * returns 0 on failure, 1 on success. 790 * returns 0 on failure, 1 on success.
775 */ 791 */
792int
776int cast_cone(object *op, object *caster,int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
777{ 794{
778 object *tmp; 795 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 796 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 797 maptile *m;
781 sint16 sx, sy; 798 sint16 sx, sy;
782 MoveType movetype; 799 MoveType movetype;
783 800
784 if (!spell->other_arch) return 0; 801 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 802 return 0;
803
804 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 805 {
806 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
807 return 0;
808 }
792 809
793 if(!dir) { 810 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 811 {
812 range_min = 0;
813 range_max = 8;
814 }
797 815
798 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
799 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 818 * insert it into is blocked.
801 */ 819 */
802 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
803 821
804 for(i=range_min;i<=range_max;i++) { 822 for (i = range_min; i <= range_max; i++)
823 {
805 sint16 x,y, d; 824 sint16 x, y, d;
806 825
807 /* We can't use absdir here, because it never returns 826 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 827 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 828 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 829 * to hit that person.
811 */ 830 */
812 d = dir + i; 831 d = dir + i;
813 while (d < 0) d+=8; 832 while (d < 0)
814 while (d > 8) d-=8; 833 d += 8;
834 while (d > 8)
835 d -= 8;
815 836
816 /* If it's not a rune, we don't want to blast the caster. 837 /* If it's not a rune, we don't want to blast the caster.
817 * In that case, we have to see - if dir is specified, 838 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 839 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 840 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 841 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 842 * for the rune code.
822 */ 843 */
823 if (caster->type != RUNE && d==0) { 844 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 845 {
825 else continue; 846 if (dir != 0)
826 } 847 d = 8;
848 else
849 continue;
850 }
827 851
828 x = op->x+freearr_x[d]; 852 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 853 y = op->y + freearr_y[d];
830 854
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 855 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 856 continue;
833 857
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 859 continue;
836 860
837 success=1; 861 success = 1;
838 tmp=arch_to_object(spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 863 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 865 tmp->level = caster_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 866 tmp->attacktype = spell->attacktype;
845 867
846 /* holy word stuff */ 868 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 870 if (!tailor_god_spell (tmp, op))
849 } 871 return 0;
850 872
851 if(dir) 873 if (dir)
852 tmp->stats.sp=dir; 874 tmp->stats.sp = dir;
853 else 875 else
854 tmp->stats.sp=i; 876 tmp->stats.sp = i;
855 877
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 878 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 879
858 /* If casting it in all directions, it doesn't go as far */ 880 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 881 if (dir == 0)
882 {
860 tmp->range /= 4; 883 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 884 if (tmp->range < 2 && spell->range >= 2)
862 } 885 tmp->range = 2;
886 }
887
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 888 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 889 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 890
866 /* Special bonus for fear attacks */ 891 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 892 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 893 {
869 else 894 if (caster->type == PLAYER)
895 tmp->duration += fear_bonus[caster->stats.Cha];
896 else
870 tmp->duration += caster->level/3; 897 tmp->duration += caster->level / 3;
871 } 898 }
899
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 900 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 901 {
874 else 902 if (caster->type == PLAYER)
903 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
904 else
875 tmp->duration += caster->level/3; 905 tmp->duration += caster->level / 3;
876 } 906 }
877 907
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
881 spell->other_arch->name);
882 910
883 if (!tmp->move_on && tmp->stats.dam) { 911 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889 913
914 m->insert (tmp, sx, sy, op);
915
890 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 917 * a single space too many times.
892 */ 918 */
893 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
894 920
895 if(tmp->other_arch) cone_drop(tmp); 921 if (tmp->other_arch)
922 cone_drop (tmp);
896 } 923 }
924
897 return success; 925 return success;
898} 926}
899 927
900/**************************************************************************** 928/****************************************************************************
901 * 929 *
902 * BOMB related code 930 * BOMB related code
903 * 931 *
904 ****************************************************************************/ 932 ****************************************************************************/
905 933
906
907/* This handles an exploding bomb. 934/* This handles an exploding bomb.
908 * op is the original bomb object. 935 * op is the original bomb object.
909 */ 936 */
937void
910void animate_bomb(object *op) { 938animate_bomb (object *op)
939{
911 int i; 940 int i;
912 object *env, *tmp; 941 object *env, *tmp;
913 archetype *at;
914 942
915 if(op->state!=NUM_ANIMATIONS(op)-1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 944 return;
917 945
918
919 env = object_get_env_recursive(op); 946 env = object_get_env_recursive (op);
920 947
921 if (op->env) { 948 if (op->env)
949 {
922 if (env->map == NULL) 950 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 951 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955
956 if (!(op = op->insert_at (env, op)))
957 return;
943 } 958 }
944 959
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961 // on a safe map. I don't like this special casing, but it seems to be neccessary
962 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
964 {
965 op->destroy ();
966 return;
967 }
968
945 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 971 * so just set up the appropriate values.
948 */ 972 */
949 at = find_archetype(SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 974 {
951 for(i=1;i<9;i++) { 975 for (i = 1; i < 9; i++)
976 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 978 continue;
979
954 tmp = arch_to_object(at); 980 tmp = arch_to_object (at);
955 tmp->direction = i; 981 tmp->direction = i;
956 tmp->range = op->range; 982 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 984 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 986 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 987 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 988 tmp->skill = op->skill;
963 tmp->skill = add_refcount(op->skill); 989
990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
991 SET_ANIMATION (tmp, i);
992
993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
994 move_bullet (tmp);
995 }
964 } 996 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973 997
974 explode_bullet(op); 998 explode_bullet (op);
975} 999}
976 1000
1001int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1002create_bomb (object *op, object *caster, int dir, object *spell)
1003{
978 1004
979 object *tmp; 1005 object *tmp;
980 int mflags; 1006 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1008 maptile *m;
983 1009
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1014 return 0;
988 } 1015 }
989 tmp=arch_to_object(spell->other_arch); 1016 tmp = arch_to_object (spell->other_arch);
990 1017
991 /* level dependencies for bomb */ 1018 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
996 1023
997 set_owner(tmp,op); 1024 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1026
1000 tmp->y=dy; 1027 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1028 return 1;
1003} 1029}
1004 1030
1005/**************************************************************************** 1031/****************************************************************************
1006 * 1032 *
1007 * smite related spell code. 1033 * smite related spell code.
1015 * dir is the direction to look in. 1041 * dir is the direction to look in.
1016 * range is how far out to look. 1042 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1019 */ 1045 */
1020 1046object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1047get_pointed_target (object *op, int dir, int range, int type)
1048{
1022 object *target; 1049 object *target;
1023 sint16 x,y; 1050 sint16 x, y;
1024 int dist, mflags; 1051 int dist, mflags;
1025 mapstruct *mp; 1052 maptile *mp;
1026 1053
1027 if (dir==0) return NULL; 1054 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1055 return NULL;
1049}
1050 1056
1057 for (dist = 1; dist < range; dist++)
1058 {
1059 x = op->x + freearr_x[dir] * dist;
1060 y = op->y + freearr_y[dir] * dist;
1061 mp = op->map;
1062 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1063
1064 if (mflags & P_OUT_OF_MAP)
1065 return NULL;
1066 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1067 return NULL;
1068 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1069 return NULL;
1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1071 return NULL;
1072
1073 if (mflags & P_IS_ALIVE)
1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1076 return target;
1077 }
1078
1079 return NULL;
1080}
1051 1081
1052/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1054 * usual params - 1084 * usual params -
1055 * op = player 1085 * op = player
1056 * caster = object casting the spell. 1086 * caster = object casting the spell.
1057 * dir = direction being cast 1087 * dir = direction being cast
1058 * spell = spell object 1088 * spell = spell object
1059 */ 1089 */
1060 1090int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1092{
1062 object *effect, *target; 1093 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1094 object *god = find_god (determine_god (op));
1064 int range; 1095 int range;
1065 1096
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1097 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1098 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1099
1069 /* Bunch of conditions for casting this spell. Note that only 1100 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1101 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1102 * This makes this spell much more general purpose - it can be used
1072 * by wizards also, which is good, because I think this is a very 1103 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1104 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1105 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1106 * can't be friendly to your god.
1076 */ 1107 */
1077 1108
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1109 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1110 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1111 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1112 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1113 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1114 return 0;
1084 } 1115 }
1085 1116
1086 if (spell->other_arch) 1117 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1118 effect = arch_to_object (spell->other_arch);
1088 else 1119 else
1089 return 0; 1120 return 0;
1090 1121
1091 /* tailor the effect by priest level and worshipped God */ 1122 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1123 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1124 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 {
1095 if(tailor_god_spell(effect,op)) 1127 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1128 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1129 else
1130 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1131 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1132 return 0;
1101 } 1133 }
1102 } 1134 }
1103 1135
1104 /* size of the area of destruction */ 1136 /* size of the area of destruction */
1105 effect->range=spell->range + 1137 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1138 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1139
1110 if (effect->attacktype & AT_DEATH) { 1140 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1141 {
1112 SP_level_dam_adjust(caster,spell); 1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1143
1114 /* casting death spells at undead isn't a good thing */ 1144 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1145 if (QUERY_FLAG (target, FLAG_UNDEAD))
1146 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1147 if (random_roll (0, 2, op, PREFER_LOW))
1148 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1150 effect->x = op->x;
1119 effect->y=op->y; 1151 effect->y = op->y;
1120 } else { 1152 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1153 else
1122 query_name(target)); 1154 {
1155 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1156 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1157 effect->destroy ();
1125 return 0; 1158 return 0;
1159 }
1160 }
1126 } 1161 }
1127 } 1162 else
1128 } else { 1163 {
1129 /* how much woe to inflict :) */ 1164 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1165 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1166 }
1133 1167
1134 set_owner(effect,op); 1168 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1169 set_spell_skill (op, caster, spell, effect);
1136 1170
1137 /* ok, tell it where to be, and insert! */ 1171 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1172 effect->insert_at (target, op);
1139 effect->y=target->y; 1173
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1174 return 1;
1143} 1175}
1144 1176
1145 1177
1146/**************************************************************************** 1178/****************************************************************************
1147 * 1179 *
1149 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1182 * code here is just to move the missile.
1151 ****************************************************************************/ 1183 ****************************************************************************/
1152 1184
1153/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1186void
1154void move_missile(object *op) { 1187move_missile (object *op)
1188{
1155 int i, mflags; 1189 int i, mflags;
1156 object *owner; 1190 object *owner;
1157 sint16 new_x, new_y; 1191 sint16 new_x, new_y;
1158 mapstruct *m; 1192 maptile *m;
1159 1193
1160 if (op->range-- <=0) { 1194 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1195 {
1196 op->destroy ();
1197 return;
1198 }
1165 1199
1166 owner = get_owner(op); 1200 owner = op->owner;
1167#if 0 1201#if 0
1168 /* It'd make things nastier if this wasn't here - spells cast by 1202 /* It'd make things nastier if this wasn't here - spells cast by
1169 * monster that are then killed would continue to survive 1203 * monster that are then killed would continue to survive
1170 */ 1204 */
1171 if (owner == NULL) { 1205 if (owner == NULL)
1172 remove_ob(op); 1206 {
1173 free_object(op); 1207 op->destroy ();
1174 return; 1208 return;
1175 } 1209 }
1176#endif 1210#endif
1177 1211
1178 new_x = op->x + DIRX(op); 1212 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1213 new_y = op->y + DIRY (op);
1180 1214
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1215 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1182 1216
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1217 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1185 tag_t tag = op->count; 1218 {
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1219 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1220 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1221 * we need to remove it if someone hasn't already done so.
1189 */ 1222 */
1190 if ( ! was_destroyed (op, tag)) { 1223 if (!op->destroyed ())
1191 remove_ob (op); 1224 op->destroy ();
1192 free_object(op);
1193 }
1194 return;
1195 }
1196 1225
1197 remove_ob(op); 1226 return;
1227 }
1228
1229 op->remove ();
1230
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1231 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1232 {
1202 op->x = new_x; 1233 op->destroy ();
1203 op->y = new_y; 1234 return;
1204 op->map = m; 1235 }
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1236
1237 i = spell_find_dir (m, new_x, new_y, op->owner);
1206 if(i > 0 && i != op->direction){ 1238 if (i > 0 && i != op->direction)
1239 {
1207 op->direction=i; 1240 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1241 SET_ANIMATION (op, op->direction);
1209 } 1242 }
1210 insert_ob_in_map(op,op->map,op,0); 1243
1244 m->insert (op, new_x, new_y, op);
1211} 1245}
1212 1246
1213/**************************************************************************** 1247/****************************************************************************
1214 * Destruction 1248 * Destruction
1215 ****************************************************************************/ 1249 ****************************************************************************/
1250
1216/* make_object_glow() - currently only makes living objects glow. 1251/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1252 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1253 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1254 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1255 * give them the capability to have an inventory. b.t.
1221 */ 1256 */
1222 1257int
1223int make_object_glow(object *op, int radius, int time) { 1258make_object_glow (object *op, int radius, int time)
1224 object *tmp; 1259{
1225
1226 /* some things are unaffected... */ 1260 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1261 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1262 return 0;
1229 1263
1230 tmp=get_archetype(FORCE_NAME); 1264 object *tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1265 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1266 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1267 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1268 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1269 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1270 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1271
1238 tmp->x=op->x;
1239 tmp->y=op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1272 tmp = insert_ob_in_ob (tmp, op);
1273
1242 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1275 op->glow_radius = tmp->glow_radius;
1244 1276
1245 if(!tmp->env||op!=tmp->env) {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1247 op->name);
1248 return 0;
1249 }
1250 return 1; 1277 return 1;
1251} 1278}
1252 1279
1253 1280int
1254
1255
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1281cast_destruction (object *op, object *caster, object *spell_ob)
1282{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1283 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1284 sint16 sx, sy;
1259 mapstruct *m; 1285 maptile *m;
1260 object *tmp; 1286 object *tmp;
1261 const char *skill; 1287 const char *skill;
1262 1288
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1289 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1290 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1291 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1292 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1293 friendly = 1;
1267 1294
1268 /* destruction doesn't use another spell object, so we need 1295 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1296 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1297 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through 1298 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1299 * the full share string/free_string route.
1273 */ 1300 */
1274 skill = op->skill; 1301 skill = op->skill;
1302 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1303 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1304 else if (caster->skill)
1305 op->skill = caster->skill;
1306 else
1277 else op->skill = NULL; 1307 op->skill = NULL;
1278 1308
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1309 op->change_skill (find_skill_by_name (op, op->skill));
1280 1310
1281 for(i= -range; i<range; i++) { 1311 for (i = -range; i < range; i++)
1312 {
1282 for(j=-range; j<range ; j++) { 1313 for (j = -range; j < range; j++)
1314 {
1283 m = op->map; 1315 m = op->map;
1284 sx = op->x + i; 1316 sx = op->x + i;
1285 sy = op->y + j; 1317 sy = op->y + j;
1318
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1319 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1320 if (mflags & P_OUT_OF_MAP)
1321 continue;
1322
1288 if (mflags & P_IS_ALIVE) { 1323 if (mflags & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1324 {
1325 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1326 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1327 break;
1292 if (tmp) {
1293 if (tmp->head) tmp=tmp->head;
1294 1328
1329 if (tmp)
1330 {
1331 if (tmp->head)
1332 tmp = tmp->head;
1333
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1334 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1335 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1336 {
1337 if (spell_ob->subtype == SP_DESTRUCTION)
1338 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1339 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1340 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1341 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1301 tmp->x = sx; 1342 }
1302 tmp->y = sy; 1343 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 insert_ob_in_map(tmp, m, op, 0); 1344 {
1304 }
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1345 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1346 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1310 effect->x = sx; 1347 }
1311 effect->y = sy; 1348 }
1312 insert_ob_in_map(effect, m, op, 0); 1349 }
1313 } 1350 }
1314 } 1351 }
1315 }
1316 }
1317 } 1352 }
1318 } 1353
1319 }
1320 op->skill = skill; 1354 op->skill = skill;
1321 return 1; 1355 return 1;
1322} 1356}
1323 1357
1324/*************************************************************************** 1358/***************************************************************************
1325 * 1359 *
1326 * CURSE 1360 * CURSE
1327 * 1361 *
1328 ***************************************************************************/ 1362 ***************************************************************************/
1329 1363
1364int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1365cast_curse (object *op, object *caster, object *spell_ob, int dir)
1366{
1331 object *god = find_god(determine_god(op)); 1367 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1368 object *tmp, *force;
1333 1369
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1370 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1371 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1372 {
1373 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1374 return 0;
1375 }
1341 1376
1342 /* If we've already got a force of this type, don't add a new one. */ 1377 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1378 for (force = tmp->inv; force != NULL; force = force->below)
1379 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1380 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381 {
1345 if (force->name == spell_ob->name) { 1382 if (force->name == spell_ob->name)
1346 break; 1383 {
1347 } 1384 break;
1385 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1386 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1387 {
1350 "You can not cast %s while %s is in effect", 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1351 spell_ob->name, force->name_pl); 1389 return 0;
1352 return 0; 1390 }
1391 }
1353 } 1392 }
1354 }
1355 }
1356 1393
1357 if(force==NULL) { 1394 if (force == NULL)
1395 {
1358 force=get_archetype(FORCE_NAME); 1396 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1397 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1398 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1399 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1400 else
1401 force->name = spell_ob->name;
1402
1403 force->name_pl = spell_ob->name;
1404
1405 }
1406 else
1407 {
1369 int duration; 1408 int duration;
1370 1409
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1410 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1411 if (duration > force->duration)
1412 {
1373 force->duration = duration; 1413 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1415 }
1416 else
1417 {
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1419 }
1378 return 1; 1420 return 1;
1379 } 1421 }
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1422 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1423 force->speed = 1.f;
1382 force->speed_left = -1.0; 1424 force->speed_left = -1.f;
1383 SET_FLAG(force, FLAG_APPLIED); 1425 SET_FLAG (force, FLAG_APPLIED);
1384 1426
1385 if(god) { 1427 if (god)
1428 {
1386 if (spell_ob->last_grace) 1429 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1430 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1432 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1433 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1391 "You are a victim of %s's curse!",god->name); 1434 }
1392 } else 1435 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1437
1395 1438
1396 if(tmp!=op && op->type==PLAYER) 1439 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1440 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1441
1399 force->stats.ac = spell_ob->stats.ac; 1442 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1443 force->stats.wc = spell_ob->stats.wc;
1401 1444
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1445 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1446 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1447 tmp->update_stats ();
1405 return 1; 1448 return 1;
1406 1449
1407} 1450}
1408
1409 1451
1410/********************************************************************** 1452/**********************************************************************
1411 * mood change 1453 * mood change
1412 * Arguably, this may or may not be an attack spell. But since it 1454 * Arguably, this may or may not be an attack spell. But since it
1413 * effects monsters, it seems best to put it into this file 1455 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/ 1456 ***********************************************************************/
1415 1457
1416/* This covers the various spells that change the moods of monsters - 1458/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1459 * makes them angry, peacful, friendly, etc.
1418 */ 1460 */
1461int
1419int mood_change(object *op, object *caster, object *spell) { 1462mood_change (object *op, object *caster, object *spell)
1463{
1420 object *tmp, *god, *head; 1464 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1465 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1466 sint16 x, y, nx, ny;
1423 mapstruct *m; 1467 maptile *m;
1424 const char *race; 1468 const char *race;
1425 1469
1426 /* We precompute some values here so that we don't have to keep 1470 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1471 * doing it over and over again.
1428 */ 1472 */
1429 god=find_god(determine_god(op)); 1473 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1474 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1475 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1476
1433 /* On the bright side, no monster should ever have a race of GOD_... 1477 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it 1478 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1479 * won't ever match anything.
1436 */ 1480 */
1437 if (!spell->race) race=NULL; 1481 if (!spell->race)
1482 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1483 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1484 race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1485 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1486 race = god->race;
1487 else
1440 else race = spell->race; 1488 race = spell->race;
1441
1442 1489
1443 for (x = op->x - range; x <= op->x + range; x++) 1490 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1491 for (y = op->y - range; y <= op->y + range; y++)
1445 1492 {
1446 done_one=0; 1493 done_one = 0;
1447 m = op->map; 1494 m = op->map;
1448 nx = x; 1495 nx = x;
1449 ny = y; 1496 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1497 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1498 if (mflags & P_OUT_OF_MAP)
1499 continue;
1452 1500
1453 /* If there is nothing living on this space, no need to go further */ 1501 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1502 if (!(mflags & P_IS_ALIVE))
1503 continue;
1455 1504
1505 // players can only affect spaces that they can actually see
1506 if (caster && caster->contr
1507 && caster->contr->visibility_at (m, nx, ny) < 70)
1508 continue;
1509
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1510 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1511 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1512 break;
1458 1513
1459 /* There can be living objects that are not monsters */ 1514 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1515 if (!tmp || tmp->type == PLAYER)
1516 continue;
1461 1517
1462 /* Only the head has meaningful data, so resolve to that */ 1518 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1519 if (tmp->head)
1464 else head=tmp; 1520 head = tmp->head;
1521 else
1522 head = tmp;
1465 1523
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1524 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1525 if (race && head->race && !strstr (race, head->race))
1526 continue;
1527
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1528 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1529 continue;
1469 1530
1470 /* Now do a bunch of stuff related to saving throws */ 1531 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1532 best_at = -1;
1472 if (spell->attacktype) { 1533 if (spell->attacktype)
1534 {
1473 for (at=0; at < NROFATTACKS; at++) 1535 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1536 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1537 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1538 best_at = at;
1476 1539
1477 if (best_at == -1) at=0; 1540 if (best_at == -1)
1541 at = 0;
1478 else { 1542 else
1543 {
1479 if (head->resist[best_at] == 100) continue; 1544 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1545 continue;
1481 } 1546 else
1547 at = head->resist[best_at] / 5;
1548 }
1482 at -= level / 5; 1549 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1550 if (did_make_save (head, head->level, at))
1484 } 1551 continue;
1552 }
1485 else /* spell->attacktype */ 1553 else /* spell->attacktype */
1554 {
1486 /* 1555 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1556 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1557 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1558 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1559
1491 The chance will then be in the range [20-70] percent, not too bad. 1560 The chance will then be in the range [20-70] percent, not too bad.
1492 1561
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1562 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1563 charm a level 125 monster...
1495 1564
1496 Ryo, august 14th 1565 Ryo, august 14th
1497 */ 1566 */
1498 {
1499 if ( head->level > level ) continue; 1567 if (head->level > level)
1568 continue;
1569
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1570 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1571 /* Failed, no effect */
1502 continue; 1572 continue;
1503 } 1573 }
1504 1574
1505 /* Done with saving throw. Now start effecting the monster */ 1575 /* Done with saving throw. Now start affecting the monster */
1506 1576
1507 /* aggravation */ 1577 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1578 if (QUERY_FLAG (spell, FLAG_MONSTER))
1579 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1580 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1581 remove_friendly_object (head);
1582 done_one = 1;
1583 head->enemy = op;
1584 }
1512 1585
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */ 1586 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1587 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1588 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1589 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1590 head->enemy = NULL;
1521 done_one = 1; 1591 done_one = 1;
1522 } 1592 }
1523 1593
1524 /* berserk monsters */ 1594 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1595 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1596 {
1526 SET_FLAG(head, FLAG_BERSERK); 1597 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1598 done_one = 1;
1528 } 1599 }
1600
1529 /* charm */ 1601 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1602 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1531 SET_FLAG(head, FLAG_FRIENDLY); 1603 {
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1604 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1605 Typical use case is charm, go somwhere, use aggravation to make hostile.
1534 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1606 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1607 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1608 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1609 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1610 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1611 head->attack_movement = PETMOVE;
1540 done_one = 1; 1612 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1613 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1614 head->stats.exp = 0;
1543 } 1615 }
1544 1616
1545 /* If a monster was effected, put an effect in */ 1617 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1618 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1619 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1548 tmp->x = nx; 1620 } /* for y */
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 }
1552 } /* for y */
1553 1621
1554 return 1; 1622 return 1;
1555} 1623}
1556 1624
1557 1625
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1626/* Move_ball_spell: This handles ball type spells that just sort of wander
1559 * about. was called move_ball_lightning, but since more than the ball 1627 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1628 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1629 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1630 * note that duration is handled by process_object() in time.c
1563 */ 1631 */
1564 1632
1633void
1565void move_ball_spell(object *op) { 1634move_ball_spell (object *op)
1635{
1566 int i,j,dam_save,dir, mflags; 1636 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1637 sint16 nx, ny, hx, hy;
1568 object *owner; 1638 object *owner;
1569 mapstruct *m; 1639 maptile *m;
1570 1640
1571 owner = get_owner(op); 1641 owner = op->owner;
1572 1642
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1643 /* the following logic makes sure that the ball doesn't move into a wall,
1574 * and makes sure that it will move along a wall to try and get at it's 1644 * and makes sure that it will move along a wall to try and get at it's
1575 * victim. The block immediately below more or less chooses a random 1645 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1646 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1647 * deviations.
1578 */ 1648 */
1579 1649
1580 dir = 0; 1650 dir = 0;
1581 if(!(rndm(0, 3))) 1651 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1652 j = rndm (0, 1);
1583 else j=0; 1653 else
1654 j = 0;
1584 1655
1585 for(i = 1; i < 9; i++) { 1656 for (i = 1; i < 9; i++)
1657 {
1586 /* i bit 0: alters sign of offset 1658 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1659 * other bits (i / 2): absolute value of offset
1588 */ 1660 */
1589 1661
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1662 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1663 int tmpdir = absdir (op->direction + offset);
1592 1664
1593 nx = op->x + freearr_x[tmpdir]; 1665 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1666 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1667 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1668 {
1597 dir = tmpdir; 1669 dir = tmpdir;
1598 break; 1670 break;
1599 } 1671 }
1600 } 1672 }
1601 if (dir == 0) { 1673 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1674 {
1675 nx = op->x;
1676 ny = op->y;
1677 m = op->map;
1678 }
1606 1679
1607 remove_ob(op); 1680 m->insert (op, nx, ny, op);
1608 op->y=ny; 1681
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1682 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1683 surrounding squares */
1614 1684
1615 /* loop over current square and neighbors to hit. 1685 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1686 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1687 * the surround spaces.
1618 */ 1688 */
1619 for(j=0;j<9;j++) { 1689 for (j = 0; j < 9; j++)
1620 object *new_ob; 1690 {
1621
1622 hx = nx+freearr_x[j]; 1691 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1692 hy = ny + freearr_y[j];
1624 1693
1625 m = op->map; 1694 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1695 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1696
1628 if (mflags & P_OUT_OF_MAP) continue; 1697 if (mflags & P_OUT_OF_MAP)
1698 continue;
1629 1699
1630 /* first, don't ever, ever hit the owner. Don't hit out 1700 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1701 * of the map either.
1632 */ 1702 */
1633 1703
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1704 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1635 if(j) op->stats.dam = dam_save/2; 1705 {
1706 if (j)
1707 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1708 hit_map (op, j, op->attacktype, 1);
1637 1709
1638 } 1710 }
1639 1711
1640 /* insert the other arch */ 1712 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1713 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1642 new_ob = arch_to_object(op->other_arch); 1714 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 } 1715 }
1648 1716
1649 /* restore to the center location and damage*/ 1717 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1718 op->stats.dam = dam_save;
1651 1719
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1720 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1653 1721
1654 if(i>=0) { /* we have a preferred direction! */ 1722 if (i >= 0)
1723 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1724 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1725 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1726 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1727 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1728
1660 op->direction=i; 1729 op->direction = i;
1661 } 1730 }
1662} 1731}
1663 1732
1664 1733
1665/* move_swarm_spell: peterm 1734/* move_swarm_spell: peterm
1668 * is a special type of object that casts swarms of other types 1737 * is a special type of object that casts swarms of other types
1669 * of spells. Which spell it casts is flexible. It fires the spells 1738 * of spells. Which spell it casts is flexible. It fires the spells
1670 * from a set of squares surrounding the caster, in a given direction. 1739 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1740 */
1672 1741
1742void
1673void move_swarm_spell(object *op) 1743move_swarm_spell (object *op)
1674{ 1744{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1745#if 0
1697 // this is bogus: it causes wrong places to be checked below 1746 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1698 // (a wall 2 cells away will block the effect...) and 1747 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1748 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1749 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1750 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1751#endif
1752 int basedir;
1753 object *owner;
1744 1754
1755 owner = op->owner;
1756 if (op->duration == 0 || owner == NULL)
1757 {
1758 op->destroy ();
1759 return;
1760 }
1761
1762 op->duration--;
1763
1764 basedir = op->direction;
1765 if (basedir == 0)
1766 {
1767 /* spray in all directions! 8) */
1768 basedir = rndm (1, 8);
1769 }
1770
1771#if 0
1772 // this is bogus: it causes wrong places to be checked below
1773 // (a wall 2 cells away will block the effect...) and
1774 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1775 // space.
1776 // should be fixed later, but correctness before features...
1777 // (schmorp)
1778
1779 /* new offset calculation to make swarm element distribution
1780 * more uniform
1781 */
1782 if (op->duration)
1783 {
1784 if (basedir & 1)
1785 {
1786 adjustdir = cardinal_adjust[rndm (0, 8)];
1787 }
1788 else
1789 {
1790 adjustdir = diagonal_adjust[rndm (0, 9)];
1791 }
1792 }
1793 else
1794 {
1795 adjustdir = 0; /* fire the last one from forward. */
1796 }
1797
1798 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1799 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1800
1801 /* back up one space so we can hit point-blank targets, but this
1802 * necessitates extra out_of_map check below
1803 */
1804 origin_x = target_x - freearr_x[basedir];
1805 origin_y = target_y - freearr_y[basedir];
1806
1807
1745 /* spell pointer is set up for the spell this casts. Since this 1808 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1809 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1810 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1811 * do some sanity checking anyways.
1749 */ 1812 */
1813
1814 if (op->spell && op->spell->type == SPELL &&
1815 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1816 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1817 {
1818
1819 /* Bullet spells have a bunch more customization that needs to be done */
1820 if (op->spell->subtype == SP_BULLET)
1821 fire_bullet (owner, op, basedir, op->spell);
1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1823 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1824 }
1825#endif
1826
1827 /* spell pointer is set up for the spell this casts. Since this
1828 * should just be a pointer to the spell in some inventory,
1829 * it is unlikely to disappear by the time we need it. However,
1830 * do some sanity checking anyways.
1831 */
1832
1751 if (op->spell && op->spell->type == SPELL) 1833 if (op->spell && op->spell->type == SPELL)
1752 { 1834 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1835 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1836 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1837 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1838 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1839 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1758 } 1840 }
1759} 1841}
1760 1842
1761 1843
1762 1844
1763 1845
1771 * dir: the direction everything will be fired in 1853 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1854 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1855 * n: the number to be fired.
1774 */ 1856 */
1775 1857
1858int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1859fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1860{
1778 object *tmp; 1861 object *tmp;
1779 int i; 1862 int i;
1780 1863
1781 if (!spell->other_arch) return 0; 1864 if (!spell->other_arch)
1865 return 0;
1782 1866
1783 tmp=get_archetype(SWARM_SPELL); 1867 tmp = get_archetype (SWARM_SPELL);
1784 tmp->x=op->x;
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1868 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1787 set_spell_skill(op, caster, spell, tmp); 1869 set_spell_skill (op, caster, spell, tmp);
1788 1870
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1871 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1872 tmp->spell = arch_to_object (spell->other_arch);
1791 1873
1792 tmp->attacktype = tmp->spell->attacktype; 1874 tmp->attacktype = tmp->spell->attacktype;
1793 1875
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1876 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1877 if (!tailor_god_spell (tmp, op))
1796 return 1; 1878 return 1;
1797 } 1879
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1880 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1881 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1882 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1883
1802 tmp->direction=dir; 1884 tmp->direction = dir;
1803 tmp->invisible=1; 1885 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 1886
1887 tmp->insert_at (op, op);
1805 return 1; 1888 return 1;
1806} 1889}
1807 1890
1808 1891
1809/* See the spells documentation file for why this is its own 1892/* See the spells documentation file for why this is its own
1810 * function. 1893 * function.
1811 */ 1894 */
1895int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1896cast_light (object *op, object *caster, object *spell, int dir)
1897{
1813 object *target=NULL,*tmp=NULL; 1898 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1899 sint16 x, y;
1815 int dam, mflags; 1900 int dam, mflags;
1816 mapstruct *m; 1901 maptile *m;
1817 1902
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1903 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1904
1820 if(!dir) { 1905 if (!dir)
1906 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1907 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 1908 return 0;
1823 } 1909 }
1824 1910
1825 x=op->x+freearr_x[dir]; 1911 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1912 y = op->y + freearr_y[dir];
1827 m = op->map; 1913 m = op->map;
1828 1914
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1915 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1916
1831 if (mflags & P_OUT_OF_MAP) { 1917 if (mflags & P_OUT_OF_MAP)
1918 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1919 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1920 return 0;
1834 } 1921 }
1835 1922
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1923 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 1924 {
1925 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1926 if (QUERY_FLAG (target, FLAG_MONSTER))
1927 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1928 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1929 if (target->head)
1930 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1931 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1932 return 1; /* one success only! */
1933 }
1843 } 1934 }
1844 }
1845 1935
1846 /* no live target, perhaps a wall is in the way? */ 1936 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1937 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1938 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1939 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1940 return 0;
1850 } 1941 }
1851 1942
1852 /* ok, looks groovy to just insert a new light on the map */ 1943 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 1944 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 1945 if (!tmp)
1946 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1947 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1948 return 0;
1857 } 1949 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1950 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 1951 if (tmp->glow_radius)
1952 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1953 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1954 if (tmp->glow_radius > MAX_LIGHT_RADII)
1955 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 1956 }
1863 tmp->x=x; 1957
1864 tmp->y=y; 1958 m->insert (tmp, x, y, op);
1865 insert_ob_in_map(tmp,m,op,0);
1866 return 1; 1959 return 1;
1867} 1960}
1868 1961
1869 1962
1870 1963
1871 1964
1874 * op is the player/monster, caster is the object, dir is the direction 1967 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number 1968 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 1969 * perhaps this should actually be in disease.c?
1877 */ 1970 */
1878 1971
1972int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{
1880 sint16 x,y; 1975 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 1977 object *walk;
1883 mapstruct *m; 1978 maptile *m;
1884 1979
1885 x = op->x; 1980 x = op->x;
1886 y = op->y; 1981 y = op->y;
1887 1982
1888 /* If casting from a scroll, no direction will be available, so refer to the 1983 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 1984 * direction the player is pointing.
1890 */ 1985 */
1986 if (!dir)
1891 if (!dir) dir=op->facing; 1987 dir = op->facing;
1988 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1989 return 0; /* won't find anything if casting on ourself, so just return */
1893 1990
1894 /* Calculate these once here */ 1991 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 1992 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 1993 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 1994 dur_mod = SP_level_duration_adjust (caster, spell);
1898 1995
1899 /* search in a line for a victim */ 1996 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 1997 for (i = 1; i < range; i++)
1998 {
1901 x = op->x + i * freearr_x[dir]; 1999 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2000 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2001 m = op->map;
1904 2002
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2003 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2004
1907 if (mflags & P_OUT_OF_MAP) return 0; 2005 if (mflags & P_OUT_OF_MAP)
2006 return 0;
1908 2007
1909 /* don't go through walls - presume diseases are airborne */ 2008 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2009 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2010 return 0;
1911 2011
1912 /* Only bother looking on this space if there is something living here */ 2012 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 2013 if (mflags & P_IS_ALIVE)
2014 {
1914 /* search this square for a victim */ 2015 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2016 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2017 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2018 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 2019 object *disease = arch_to_object (spell->other_arch);
1918 2020
1919 set_owner(disease,op); 2021 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 2022 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2023 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2024 disease->level = caster_level (caster, spell);
1923 2025
1924 /* do level adjustments */ 2026 /* do level adjustments */
1925 if(disease->stats.wc) 2027 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2028 disease->stats.wc += dur_mod / 2;
1927 2029
1928 if(disease->magic> 0) 2030 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2031 disease->magic += dur_mod / 4;
1930 2032
1931 if(disease->stats.maxhp>0) 2033 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2034 disease->stats.maxhp += dur_mod;
1933 2035
1934 if(disease->stats.maxgrace>0) 2036 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2037 disease->stats.maxgrace += dur_mod;
1936 2038
1937 if(disease->stats.dam) { 2039 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2040 {
1939 disease->stats.dam += dam_mod; 2041 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2042 disease->stats.dam += dam_mod;
1941 } 2043 else
2044 disease->stats.dam -= dam_mod;
2045 }
1942 2046
1943 if(disease->last_sp) { 2047 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2048 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2049 disease->last_sp -= 2 * dam_mod;
1946 } 2050 if (disease->last_sp < 1)
2051 disease->last_sp = 1;
2052 }
1947 2053
1948 if(disease->stats.maxsp) { 2054 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2055 {
1950 disease->stats.maxsp += dam_mod; 2056 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2057 disease->stats.maxsp += dam_mod;
1952 } 2058 else
1953 2059 disease->stats.maxsp -= dam_mod;
2060 }
2061
1954 if(disease->stats.ac) 2062 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2063 disease->stats.ac += dam_mod;
1956 2064
1957 if(disease->last_eat) 2065 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2066 disease->last_eat -= dam_mod;
1959 2067
1960 if(disease->stats.hp) 2068 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2069 disease->stats.hp -= dam_mod;
1962 2070
1963 if(disease->stats.sp) 2071 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2072 disease->stats.sp -= dam_mod;
1965 2073
1966 if(infect_object(walk,disease,1)) { 2074 if (infect_object (walk, disease, 1))
1967 object *flash; /* visual effect for inflicting disease */ 2075 {
1968
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2076 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2077
1971 free_object(disease); /* don't need this one anymore */ 2078 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2079 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1973 flash->x = x; 2080 return 1;
1974 flash->y = y; 2081 }
1975 flash->map = walk->map; 2082
1976 insert_ob_in_map(flash,walk->map,op,0); 2083 disease->destroy ();
1977 return 1; 2084 }
1978 } 2085 } /* if living creature */
1979 free_object(disease); 2086 } /* for range of spaces */
1980 } 2087
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2088 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2089 return 1;
1985} 2090}

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