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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 1.53 by root, Tue Apr 22 07:01:47 2008 UTC

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

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