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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.32 by root, Tue Apr 24 12:32:16 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42
43void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
45{
51 object *tmp, *tmp2; /* object on the map */ 46 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 47 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 49
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 50 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 52 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 53 return;
58 }else{ 54 }
55 else
56 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 57 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 59 }
62 60
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 62 {
65 int num_sections = 1; 63 int num_sections = 1;
66 64
67 /* don't move DM */ 65 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 67 return;
70 68
71 /* don't move parts of objects */ 69 /* don't move parts of objects */
72 if(tmp->head) continue; 70 if (tmp->head)
71 continue;
73 72
74 /* don't move floors or immobile objects */ 73 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue;
76 76
77 /* count the object's sections */ 77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
79 num_sections++;
79 80
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 81 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 82 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 83 * object, not just the head, so the total weight should be relevant.
83 */ 84 */
84 85
85 /* surface area? -tm */ 86 /* surface area? -tm */
86 87
87 if (tmp->move_type & MOVE_FLYING) 88 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 89 frictionmod = 1; /* flying objects loose the friction modifier */
89 90
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */
91 /* move_object is really for monsters, but looking at 93 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 94 * the move_object function, it appears that it should
93 * also be safe for objects. 95 * also be safe for objects.
94 * This does return if successful or not, but 96 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 97 * I don't see us doing anything useful with that information
96 * right now. 98 * right now.
97 */ 99 */
98 move_object(tmp, absdir(op->stats.sp)); 100 move_object (tmp, absdir (op->stats.sp));
99 } 101 }
100 102
101 } 103 }
102} 104}
103 105
104/*************************************************************************** 106/***************************************************************************
109 111
110/* Causes op to fork. op is the original bolt, tmp 112/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 113 * is the first piece of the fork.
112 */ 114 */
113 115
116void
114void forklightning(object *op, object *tmp) { 117forklightning (object *op, object *tmp)
118{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 120 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 121 maptile *m;
118 sint16 sx,sy; 122 sint16 sx, sy;
119 object *new_bolt; 123 object *new_bolt;
120 124
121 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 127 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 128 * down to 0 for one going 90 degrees left off original path
125 */ 129 */
126 130
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 131 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 132 new_dir = -1;
129 133
130 /* check the new dir for a wall and in the map*/ 134 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 135 t_dir = absdir (tmp->direction + new_dir);
132 136
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 137 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 138 return;
135 return;
136 139
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 141 return;
139 142
140 /* OK, we made a fork */ 143 /* OK, we made a fork */
141 new_bolt = get_object(); 144 new_bolt = tmp->clone ();
142 145
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
151 new_bolt->duration++; 152 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 156 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 158 update_turn_face (new_bolt);
160} 159}
161 160
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
164 */ 163 */
165 164
165void
166void move_bolt(object *op) { 166move_bolt (object *op)
167 object *tmp; 167{
168 int mflags; 168 int mflags;
169 sint16 x, y; 169 sint16 x, y;
170 mapstruct *m; 170 maptile *m;
171 171
172 if(--(op->duration)<0) { 172 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 173 {
174 op->destroy ();
175 return;
176 }
177
177 hit_map(op,0,op->attacktype,1); 178 hit_map (op, 0, op->attacktype, 1);
178 179
179 if(!op->direction) 180 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 181 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 182
250 /* New forking code. Possibly create forks of this object 183 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 184 op->range = 0;
261 } /* copy object and move it along */ 185 else
262 } /* if move bolt along */ 186 {
187 x = op->x + DIRX (op);
188 y = op->y + DIRY (op);
189 m = op->map;
190 mflags = get_map_flags (m, &m, x, y, &x, &y);
191
192 if (mflags & P_OUT_OF_MAP)
193 return;
194
195 /* We are about to run into something - we may bounce */
196 /* Calling reflwall is pretty costly, as it has to look at all the objects
197 * on the space. So only call reflwall if we think the data it returns
198 * will be useful.
199 */
200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
201 {
202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
203 return;
204
205 /* Since walls don't run diagonal, if the bolt is in
206 * one of 4 main directions, it just reflects back in the
207 * opposite direction. However, if the bolt is travelling
208 * on the diagonal, it is trickier - eg, a bolt travelling
209 * northwest bounces different if it hits a north/south
210 * wall (bounces to northeast) vs an east/west (bounces
211 * to the southwest.
212 */
213 if (op->direction & 1)
214 op->direction = absdir (op->direction + 4);
215 else
216 {
217 int left, right;
218 int mflags;
219
220 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
221 * over a corner in a tiled map, it is possible that
222 * op->direction is within an adjacent map but either
223 * op->direction-1 or op->direction+1 does not exist.
224 */
225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
227
228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
231 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
232 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
233
234 if (left == right)
235 op->direction = absdir (op->direction + 4);
236 else if (left)
237 op->direction = absdir (op->direction + 2);
238 else if (right)
239 op->direction = absdir (op->direction - 2);
240 }
241
242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
243 return;
244 }
245 else
246 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone ();
248
249 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1;
251 /* To make up for the decrease at the top of the function */
252 tmp->duration++;
253
254 /* New forking code. Possibly create forks of this object
255 * going off in other directions.
256 */
257 if (rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261
262 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward.
264 */
265 op->range = 0;
266 } /* copy object and move it along */
267 } /* if move bolt along */
263} 268}
264 269
265/* fire_bolt 270/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 271 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 272 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 274 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
271 * pointers. 276 * pointers.
272 */ 277 */
273 278int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
280{
275 object *tmp=NULL; 281 object *tmp = NULL;
276 int mflags; 282 int mflags;
277 283
278 if (!spob->other_arch) 284 if (!spob->other_arch)
279 return 0; 285 return 0;
280 286
281 tmp=arch_to_object(spob->other_arch); 287 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 288 if (tmp == NULL)
283 return 0; 289 return 0;
284 290
285 /* peterm: level dependency for bolts */ 291 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 293 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 294 if (spob->slaying)
295 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 296 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 298 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 299 tmp->stats.Con = spob->stats.Con;
293 300
294 tmp->direction=dir; 301 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 303 SET_ANIMATION (tmp, dir);
297 304
298 set_owner(tmp,op); 305 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
300 307
301 tmp->x=op->x + DIRX(tmp); 308 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 309 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 310 tmp->map = op->map;
304 311
312 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 314 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 315 {
316 tmp->destroy ();
317 return 0;
318 }
319
320 tmp->map = newmap;
321
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 325 {
326 tmp->destroy ();
313 return 0; 327 return 0;
314 } 328 }
315 tmp->x=op->x; 329
316 tmp->y=op->y; 330 tmp->x = op->x;
331 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 332 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 333 tmp->map = op->map;
319 } 334 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 337 move_bolt (tmp);
338
322 return 1; 339 return 1;
323} 340}
324 341
325 342
326 343
327/*************************************************************************** 344/***************************************************************************
332 349
333/* expands an explosion. op is a piece of the 350/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 351 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 352 * At least that is what I think this does.
336 */ 353 */
354void
337void explosion(object *op) { 355explosion (object *op)
338 object *tmp; 356{
339 mapstruct *m=op->map; 357 maptile *m = op->map;
340 int i; 358 int i;
341 359
342 if(--(op->duration)<0) { 360 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 361 {
362 op->destroy ();
363 return;
364 }
365
347 hit_map(op,0,op->attacktype,0); 366 hit_map (op, 0, op->attacktype, 0);
348 367
349 if(op->range>0) { 368 if (op->range > 0)
350 for(i=1;i<9;i++) { 369 {
370 for (i = 1; i < 9; i++)
371 {
351 sint16 dx,dy; 372 sint16 dx, dy;
352 373
353 dx=op->x+freearr_x[i]; 374 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
355 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 378 * out of map, etc.
357 */ 379 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 381 {
360 copy_object(op,tmp); 382 object *tmp = op->clone ();
361 tmp->state=0; 383
362 tmp->speed_left= -0.21; 384 tmp->state = 0;
363 tmp->range--; 385 tmp->speed_left = -0.21;
364 tmp->value=0; 386 tmp->range--;
365 tmp->x=dx; 387 tmp->value = 0;
366 tmp->y=dy; 388
367 insert_ob_in_map(tmp,m,op,0); 389 m->insert (tmp, dx, dy, op);
368 } 390 }
369 } 391 }
370 } 392 }
371} 393}
372 394
373 395
374/* Causes an object to explode, eg, a firebullet, 396/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 397 * poison cloud ball, etc. op is the object to
376 * explode. 398 * explode.
377 */ 399 */
400void
378void explode_bullet(object *op) 401explode_bullet (object *op)
379{ 402{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 403 object *tmp, *owner;
382 404
383 if (op->other_arch == NULL) { 405 if (op->other_arch == NULL)
406 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 408 op->destroy ();
386 free_object (op); 409 return;
387 return;
388 } 410 }
389 411
390 if (op->env) { 412 if (op->env)
391 object *env; 413 {
392
393 env = object_get_env_recursive(op); 414 object *env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 415 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
416 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 418 op->destroy ();
397 free_object (op);
398 return; 419 return;
399 } 420 }
400 remove_ob (op); 421
401 op->x = env->x; 422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 423 }
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)) { 424 else if (out_of_map (op->map, op->x, op->y))
425 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 427 op->destroy ();
407 free_object (op); 428 return;
408 return; 429 }
430
431 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
432 // NOTE: If this breaks something important: remove this. I can't think of anything
433 // bad at the moment that might happen from this.
434 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 435 {
436 op->destroy ();
437 return;
438 }
410 439
411 if (op->attacktype) { 440 if (op->attacktype)
441 {
412 hit_map (op, 0, op->attacktype, 1); 442 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 443 if (op->destroyed ())
414 return; 444 return;
415 } 445 }
416 446
417 /* other_arch contains what this explodes into */ 447 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 448 tmp = arch_to_object (op->other_arch);
419 449
420 copy_owner (tmp, op); 450 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 451 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 452
424 owner = get_owner(op); 453 owner = op->owner;
454
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
426 !tailor_god_spell(tmp, owner)) {
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 456 {
431 tmp->x = op->x; 457 op->destroy ();
432 tmp->y = op->y; 458 return;
459 }
433 460
434 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
436 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 465 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 467 tmp->duration = op->duration;
440 } else { 468 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
442 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
446 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
447 * the count of the parent should work fine. 479 * the count of the parent should work fine.
448 */ 480 */
449 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
450 } 482 }
451 483
452 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
455 487
456 /* Prevent recursion */ 488 /* Prevent recursion */
457 op->move_on = 0; 489 op->move_on = 0;
458 490
459 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
460 /* remove the firebullet */ 492 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
462 remove_ob (op);
463 free_object (op);
464 }
465} 494}
466
467
468 495
469/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
470 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
471 */ 498 */
472 499void
473void check_bullet(object *op) 500check_bullet (object *op)
474{ 501{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 502 object *tmp;
477 int dam, mflags; 503 int dam, mflags;
478 mapstruct *m; 504 maptile *m;
479 sint16 sx, sy; 505 sint16 sx, sy;
480 506
481 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
482 508
483 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
484 return; 510 return;
485 511
486 if (op->other_arch) { 512 if (op->other_arch)
513 {
487 /* explode object will also remove op */ 514 /* explode object will also remove op */
488 explode_bullet (op); 515 explode_bullet (op);
489 return; 516 return;
490 } 517 }
491 518
492 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
493 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
494 522
495 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
496 { 524 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 526 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 529 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 530 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 531 {
505 free_object(op); 532 op->destroy ();
506 return; 533 return;
507 } 534 }
508 } 535 }
509 } 536 }
510 } 537 }
511} 538}
512
513 539
514/* Basically, we move 'op' one square, and if it hits something, 540/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 541 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 542 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 543 * fired arches (eg, bolts).
518 */ 544 */
519 545void
520void move_bullet(object *op) 546move_bullet (object *op)
521{ 547{
522 sint16 new_x, new_y; 548 sint16 new_x, new_y;
523 int mflags; 549 int mflags;
524 mapstruct *m; 550 maptile *m;
525 551
526#if 0 552#if 0
527 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
528 554
529 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
532 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
534 return; 561 return;
535 } /* end addition. */ 562 } /* end addition. */
536#endif 563#endif
537 564
538 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
540 if (op->other_arch) { 568 if (op->other_arch)
541 explode_bullet (op); 569 explode_bullet (op);
542 } else { 570 else
543 remove_ob (op); 571 op->destroy ();
544 free_object (op); 572
545 }
546 return; 573 return;
547 } 574 }
548 575
549 new_x = op->x + DIRX(op); 576 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 577 new_y = op->y + DIRY (op);
551 m = op->map; 578 m = op->map;
552 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
553 580
554 if (mflags & P_OUT_OF_MAP) { 581 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 582 {
556 free_object (op); 583 op->destroy ();
557 return; 584 return;
558 } 585 }
559 586
560 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
588 {
561 if (op->other_arch) { 589 if (op->other_arch)
562 explode_bullet (op); 590 explode_bullet (op);
563 } else { 591 else
564 remove_ob (op); 592 op->destroy ();
565 free_object (op); 593
566 }
567 return; 594 return;
568 } 595 }
569 596
570 remove_ob (op); 597 if (!(op = m->insert (op, new_x, new_y, op)))
571 op->x = new_x;
572 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
574 return; 598 return;
575 599
576 if (reflwall (op->map, op->x, op->y, op)) { 600 if (reflwall (op->map, op->x, op->y, op))
601 {
577 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 603 update_turn_face (op);
579 } else { 604 }
605 else
580 check_bullet (op); 606 check_bullet (op);
581 }
582} 607}
583
584
585
586 608
587/* fire_bullet 609/* fire_bullet
588 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
589 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
590 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
591 * spob->attacktype. 613 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 614 * This function sets up the appropriate owner and skill
593 * pointers. 615 * pointers.
594 */ 616 */
595 617
618int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
597 object *tmp=NULL; 621 object *tmp = NULL;
598 int mflags; 622 int mflags;
599 623
600 if (!spob->other_arch) 624 if (!spob->other_arch)
601 return 0; 625 return 0;
602 626
603 tmp=arch_to_object(spob->other_arch); 627 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 628 if (tmp == NULL)
605 return 0; 629 return 0;
606 630
607 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
608 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
609 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
611 636
612 tmp->range = 50; 637 tmp->range = 50;
613 638
614 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
618 643
619 tmp->direction=dir; 644 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
622 647
623 set_owner(tmp,op); 648 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
625 650
626 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 653 tmp->map = op->map;
629 654
655 maptile *newmap;
630 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
631 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 658 {
659 tmp->destroy ();
660 return 0;
661 }
662
663 tmp->map = newmap;
664
635 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
666 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 668 {
669 tmp->destroy ();
638 return 0; 670 return 0;
639 } 671 }
640 tmp->x=op->x; 672
641 tmp->y=op->y; 673 tmp->x = op->x;
674 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 675 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 676 tmp->map = op->map;
644 } 677 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 678
679 if ((tmp = tmp->insert_at (tmp, op)))
646 check_bullet (tmp); 680 check_bullet (tmp);
647 } 681
648 return 1; 682 return 1;
649} 683}
650
651
652
653 684
654/***************************************************************************** 685/*****************************************************************************
655 * 686 *
656 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
657 * 688 *
658 *****************************************************************************/ 689 *****************************************************************************/
659 690
660
661/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
692void
662void cone_drop(object *op) { 693cone_drop (object *op)
694{
663 object *new_ob = arch_to_object(op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
664 696
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level; 697 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 698 new_ob->set_owner (op->owner);
669 699
670 /* preserve skill ownership */ 700 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 701 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill); 702 new_ob->skill = op->skill;
673 new_ob->skill = add_refcount(op->skill); 703
674 } 704 new_ob->insert_at (op, op);
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677} 705}
678 706
679/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
680 708
709void
681void move_cone(object *op) { 710move_cone (object *op)
711{
682 int i; 712 int i;
683 tag_t tag;
684 713
685 /* if no map then hit_map will crash so just ignore object */ 714 /* if no map then hit_map will crash so just ignore object */
686 if (! op->map) { 715 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 } 716 {
717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
718 op->set_speed (0);
719 return;
720 }
693 721
694 /* lava saves it's life, but not yours :) */ 722 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 723 if (QUERY_FLAG (op, FLAG_LIFESAVE))
724 {
696 hit_map(op,0,op->attacktype,0); 725 hit_map (op, 0, op->attacktype, 0);
697 return; 726 return;
698 } 727 }
699 728
700#if 0 729#if 0
701 /* Disable this - enabling it makes monsters easier, as 730 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 731 * when their cone dies when they die.
703 */ 732 */
704 /* If no owner left, the spell dies out. */ 733 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 734 if (op->owner == NULL)
706 remove_ob(op); 735 {
707 free_object(op); 736 op->destroy ();
708 return; 737 return;
709 } 738 }
710#endif 739#endif
711 740
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 741 hit_map (op, 0, op->attacktype, 0);
714 742
715 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
717 * degree. 745 * degree.
718 */ 746 */
747 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 748 check_spell_knockback (op);
720 749
721 if (was_destroyed (op, tag)) 750 if (op->destroyed ())
751 return;
752
753 if ((op->duration--) < 0)
754 {
755 op->destroy ();
722 return; 756 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 757 }
729 /* Object has hit maximum range, so don't have it move 758 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 759 * any further. When the duration above expires,
731 * then the object will get removed. 760 * then the object will get removed.
732 */ 761 */
733 if (--op->range < 0) { 762 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 763 {
764 op->range = 0; /* just so it doesn't wrap */
765 return;
766 }
737 767
738 for(i= -1;i<2;i++) { 768 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 769 {
740 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 770 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
741 771
742 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 772 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
743 object *tmp=get_object(); 773 {
744 copy_object(op, tmp); 774 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 775
748 tmp->duration = op->duration + 1; 776 tmp->duration = op->duration + 1;
749 777
750 /* Use for spell tracking - see ok_to_put_more() */ 778 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 779 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 780
753 if (tmp->other_arch) cone_drop(tmp); 781 op->map->insert (tmp, x, y, op);
754 } 782
783 if (tmp->other_arch)
784 cone_drop (tmp);
785 }
755 } 786 }
756} 787}
757 788
758/* cast_cone: casts a cone spell. 789/* cast_cone: casts a cone spell.
759 * op: person firing the object. 790 * op: person firing the object.
761 * dir: direction to fire in. 792 * dir: direction to fire in.
762 * spell: spell that is being fired. It uses other_arch for the archetype 793 * spell: spell that is being fired. It uses other_arch for the archetype
763 * to fire. 794 * to fire.
764 * returns 0 on failure, 1 on success. 795 * returns 0 on failure, 1 on success.
765 */ 796 */
797int
766int cast_cone(object *op, object *caster,int dir, object *spell) 798cast_cone (object *op, object *caster, int dir, object *spell)
767{ 799{
768 object *tmp; 800 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 801 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 802 maptile *m;
771 sint16 sx, sy; 803 sint16 sx, sy;
772 MoveType movetype; 804 MoveType movetype;
773 805
774 if (!spell->other_arch) return 0; 806 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 807 return 0;
808
809 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 810 {
811 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
812 return 0;
813 }
782 814
783 if(!dir) { 815 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 816 {
817 range_min = 0;
818 range_max = 8;
819 }
787 820
788 /* Need to know what the movetype of the object we are about 821 /* Need to know what the movetype of the object we are about
789 * to create is, so we can know if the space we are about to 822 * to create is, so we can know if the space we are about to
790 * insert it into is blocked. 823 * insert it into is blocked.
791 */ 824 */
792 movetype = spell->other_arch->clone.move_type; 825 movetype = spell->other_arch->clone.move_type;
793 826
794 for(i=range_min;i<=range_max;i++) { 827 for (i = range_min; i <= range_max; i++)
828 {
795 sint16 x,y, d; 829 sint16 x, y, d;
796 830
797 /* We can't use absdir here, because it never returns 831 /* We can't use absdir here, because it never returns
798 * 0. If this is a rune, we want to hit the person on top 832 * 0. If this is a rune, we want to hit the person on top
799 * of the trap (d==0). If it is not a rune, then we don't want 833 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 834 * to hit that person.
801 */ 835 */
802 d = dir + i; 836 d = dir + i;
803 while (d < 0) d+=8; 837 while (d < 0)
804 while (d > 8) d-=8; 838 d += 8;
839 while (d > 8)
840 d -= 8;
805 841
806 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
807 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 846 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 847 * for the rune code.
812 */ 848 */
813 if (caster->type != RUNE && d==0) { 849 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 850 {
815 else continue; 851 if (dir != 0)
816 } 852 d = 8;
853 else
854 continue;
855 }
817 856
818 x = op->x+freearr_x[d]; 857 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 858 y = op->y + freearr_y[d];
820 859
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 860 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 861 continue;
823 862
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 864 continue;
826 865
827 success=1; 866 success = 1;
828 tmp=arch_to_object(spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 868 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 870 tmp->level = caster_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 871 tmp->attacktype = spell->attacktype;
835 872
836 /* holy word stuff */ 873 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 875 if (!tailor_god_spell (tmp, op))
839 } 876 return 0;
840 877
841 if(dir) 878 if (dir)
842 tmp->stats.sp=dir; 879 tmp->stats.sp = dir;
843 else 880 else
844 tmp->stats.sp=i; 881 tmp->stats.sp = i;
845 882
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 883 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 884
848 /* If casting it in all directions, it doesn't go as far */ 885 /* If casting it in all directions, it doesn't go as far */
849 if (dir == 0) { 886 if (dir == 0)
887 {
850 tmp->range /= 4; 888 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 889 if (tmp->range < 2 && spell->range >= 2)
852 } 890 tmp->range = 2;
891 }
892
853 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 893 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 894 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 895
856 /* Special bonus for fear attacks */ 896 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 897 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 898 {
859 else 899 if (caster->type == PLAYER)
900 tmp->duration += fear_bonus[caster->stats.Cha];
901 else
860 tmp->duration += caster->level/3; 902 tmp->duration += caster->level / 3;
861 } 903 }
904
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 905 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 906 {
864 else 907 if (caster->type == PLAYER)
908 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
909 else
865 tmp->duration += caster->level/3; 910 tmp->duration += caster->level / 3;
866 } 911 }
867 912
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
870 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
871 spell->other_arch->name);
872 915
873 if (!tmp->move_on && tmp->stats.dam) { 916 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
875 "cast_cone(): arch %s doesn't have move_on set\n",
876 spell->other_arch->name);
877 }
878 insert_ob_in_map(tmp,m,op,0);
879 918
919 m->insert (tmp, sx, sy, op);
920
880 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
881 * a single space too many times. 922 * a single space too many times.
882 */ 923 */
883 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
884 925
885 if(tmp->other_arch) cone_drop(tmp); 926 if (tmp->other_arch)
927 cone_drop (tmp);
886 } 928 }
929
887 return success; 930 return success;
888} 931}
889 932
890/**************************************************************************** 933/****************************************************************************
891 * 934 *
892 * BOMB related code 935 * BOMB related code
895 938
896 939
897/* This handles an exploding bomb. 940/* This handles an exploding bomb.
898 * op is the original bomb object. 941 * op is the original bomb object.
899 */ 942 */
943void
900void animate_bomb(object *op) { 944animate_bomb (object *op)
945{
901 int i; 946 int i;
902 object *env, *tmp; 947 object *env, *tmp;
903 archetype *at;
904 948
905 if(op->state!=NUM_ANIMATIONS(op)-1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 950 return;
907 951
908 env = object_get_env_recursive(op); 952 env = object_get_env_recursive (op);
909 953
910 if (op->env) { 954 if (op->env)
955 {
911 if (env->map == NULL) 956 if (env->map == NULL)
912 return; 957 return;
913 958
914 if (env->type == PLAYER) 959 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 960 esrv_del_item (env->contr, op->count);
916 961
917 remove_ob(op); 962 if (!(op = op->insert_at (env, op)))
918 op->x = env->x; 963 return;
919 op->y = env->y; 964 }
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 965
966 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
967 // on a safe map. I don't like this special casing, but it seems to be neccessary
968 // as bombs can be carried.
969 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
970 {
971 op->destroy ();
921 return; 972 return;
922 } 973 }
923 974
924 /* This copies a lot of the code from the fire bullet, 975 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 976 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 977 * so just set up the appropriate values.
927 */ 978 */
928 at = find_archetype(SPLINT); 979 if (archetype *at = archetype::find (SPLINT))
929 if (at) { 980 {
930 for(i=1;i<9;i++) { 981 for (i = 1; i < 9; i++)
982 {
931 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
932 continue; 984 continue;
985
933 tmp = arch_to_object(at); 986 tmp = arch_to_object (at);
934 tmp->direction = i; 987 tmp->direction = i;
935 tmp->range = op->range; 988 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 989 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 990 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 991 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 992 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 993 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 994 tmp->skill = op->skill;
942 tmp->skill = add_refcount(op->skill); 995
996 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
997 SET_ANIMATION (tmp, i);
998
999 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1000 move_bullet (tmp);
1001 }
943 } 1002 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i);
946 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0);
949 move_bullet(tmp);
950 }
951 }
952 1003
953 explode_bullet(op); 1004 explode_bullet (op);
954} 1005}
955 1006
1007int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1008create_bomb (object *op, object *caster, int dir, object *spell)
1009{
957 1010
958 object *tmp; 1011 object *tmp;
959 int mflags; 1012 int mflags;
960 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
961 mapstruct *m; 1014 maptile *m;
962 1015
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1016 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 {
965 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
966 return 0; 1020 return 0;
967 } 1021 }
968 tmp=arch_to_object(spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
969 1023
970 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
975 1029
976 set_owner(tmp,op); 1030 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1032
979 tmp->y=dy; 1033 m->insert (tmp, dx, dy, op);
980 insert_ob_in_map(tmp,m,op,0);
981 return 1; 1034 return 1;
982} 1035}
983 1036
984/**************************************************************************** 1037/****************************************************************************
985 * 1038 *
986 * smite related spell code. 1039 * smite related spell code.
994 * dir is the direction to look in. 1047 * dir is the direction to look in.
995 * range is how far out to look. 1048 * range is how far out to look.
996 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
997 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
998 */ 1051 */
999 1052
1053object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1054get_pointed_target (object *op, int dir, int range, int type)
1055{
1001 object *target; 1056 object *target;
1002 sint16 x,y; 1057 sint16 x, y;
1003 int dist, mflags; 1058 int dist, mflags;
1004 mapstruct *mp; 1059 maptile *mp;
1005 1060
1006 if (dir==0) return NULL; 1061 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1062 return NULL;
1063
1064 for (dist = 1; dist < range; dist++)
1065 {
1066 x = op->x + freearr_x[dir] * dist;
1067 y = op->y + freearr_y[dir] * dist;
1068 mp = op->map;
1069 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1070
1071 if (mflags & P_OUT_OF_MAP)
1072 return NULL;
1073 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1074 return NULL;
1075 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1076 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL;
1079
1080 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 {
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target;
1087 }
1088 }
1089 }
1090 }
1091 return NULL;
1028} 1092}
1029 1093
1030 1094
1031/* cast_smite_arch() - the priest points to a creature and causes 1095/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1096 * a 'godly curse' to decend.
1035 * caster = object casting the spell. 1099 * caster = object casting the spell.
1036 * dir = direction being cast 1100 * dir = direction being cast
1037 * spell = spell object 1101 * spell = spell object
1038 */ 1102 */
1039 1103
1104int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1105cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{
1041 object *effect, *target; 1107 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1108 object *god = find_god (determine_god (op));
1043 int range; 1109 int range;
1044 1110
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1111 range = spell->range + SP_level_range_adjust (caster, spell);
1046 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1112 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1047 1113
1048 /* Bunch of conditions for casting this spell. Note that only 1114 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1115 * require a god if this is a cleric spell (requires grace).
1050 * This makes this spell much more general purpose - it can be used 1116 * This makes this spell much more general purpose - it can be used
1051 * by wizards also, which is good, because I think this is a very 1117 * by wizards also, which is good, because I think this is a very
1052 * interesting spell. 1118 * interesting spell.
1053 * if it is a cleric spell, you need a god, and the creature 1119 * if it is a cleric spell, you need a god, and the creature
1054 * can't be friendly to your god. 1120 * can't be friendly to your god.
1055 */ 1121 */
1056 1122
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1123 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1124 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1125 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1126 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1127 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1128 return 0;
1063 } 1129 }
1064 1130
1065 if (spell->other_arch) 1131 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1132 effect = arch_to_object (spell->other_arch);
1067 else 1133 else
1068 return 0; 1134 return 0;
1069 1135
1070 /* tailor the effect by priest level and worshipped God */ 1136 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1137 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1138 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 {
1074 if(tailor_god_spell(effect,op)) 1141 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1142 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1143 else
1144 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1145 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1146 return 0;
1080 } 1147 }
1081 } 1148 }
1082 1149
1083 /* size of the area of destruction */ 1150 /* size of the area of destruction */
1084 effect->range=spell->range + 1151 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1152 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1153
1089 if (effect->attacktype & AT_DEATH) { 1154 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1155 {
1091 SP_level_dam_adjust(caster,spell); 1156 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1157
1093 /* casting death spells at undead isn't a good thing */ 1158 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1159 if (QUERY_FLAG (target, FLAG_UNDEAD))
1160 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1161 if (random_roll (0, 2, op, PREFER_LOW))
1162 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1163 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1164 effect->x = op->x;
1098 effect->y=op->y; 1165 effect->y = op->y;
1099 } else { 1166 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1167 else
1101 query_name(target)); 1168 {
1169 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1170 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1171 effect->destroy ();
1104 return 0; 1172 return 0;
1173 }
1174 }
1105 } 1175 }
1106 } 1176 else
1107 } else { 1177 {
1108 /* how much woe to inflict :) */ 1178 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1179 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1180 }
1112 1181
1113 set_owner(effect,op); 1182 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1183 set_spell_skill (op, caster, spell, effect);
1115 1184
1116 /* ok, tell it where to be, and insert! */ 1185 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1186 effect->insert_at (target, op);
1118 effect->y=target->y; 1187
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1; 1188 return 1;
1122} 1189}
1123 1190
1124 1191
1125/**************************************************************************** 1192/****************************************************************************
1126 * 1193 *
1128 * note that the fire_bullet is used to fire the missile. The 1195 * note that the fire_bullet is used to fire the missile. The
1129 * code here is just to move the missile. 1196 * code here is just to move the missile.
1130 ****************************************************************************/ 1197 ****************************************************************************/
1131 1198
1132/* op is a missile that needs to be moved */ 1199/* op is a missile that needs to be moved */
1200void
1133void move_missile(object *op) { 1201move_missile (object *op)
1202{
1134 int i, mflags; 1203 int i, mflags;
1135 object *owner; 1204 object *owner;
1136 sint16 new_x, new_y; 1205 sint16 new_x, new_y;
1137 mapstruct *m; 1206 maptile *m;
1138 1207
1139 if (op->range-- <=0) { 1208 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1209 {
1210 op->destroy ();
1211 return;
1212 }
1144 1213
1145 owner = get_owner(op); 1214 owner = op->owner;
1146#if 0 1215#if 0
1147 /* It'd make things nastier if this wasn't here - spells cast by 1216 /* It'd make things nastier if this wasn't here - spells cast by
1148 * monster that are then killed would continue to survive 1217 * monster that are then killed would continue to survive
1149 */ 1218 */
1150 if (owner == NULL) { 1219 if (owner == NULL)
1151 remove_ob(op); 1220 {
1152 free_object(op); 1221 op->destroy ();
1153 return; 1222 return;
1154 } 1223 }
1155#endif 1224#endif
1156 1225
1157 new_x = op->x + DIRX(op); 1226 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1227 new_y = op->y + DIRY (op);
1159 1228
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1161 1230
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1164 tag_t tag = op->count; 1232 {
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1233 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1234 /* Basically, missile only hits one thing then goes away.
1167 * we need to remove it if someone hasn't already done so. 1235 * we need to remove it if someone hasn't already done so.
1168 */ 1236 */
1169 if ( ! was_destroyed (op, tag)) { 1237 if (!op->destroyed ())
1170 remove_ob (op); 1238 op->destroy ();
1171 free_object(op);
1172 }
1173 return;
1174 }
1175 1239
1176 remove_ob(op); 1240 return;
1241 }
1242
1243 op->remove ();
1244
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1246 {
1181 op->x = new_x; 1247 op->destroy ();
1182 op->y = new_y; 1248 return;
1183 op->map = m; 1249 }
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1250
1251 i = spell_find_dir (m, new_x, new_y, op->owner);
1185 if(i > 0 && i != op->direction){ 1252 if (i > 0 && i != op->direction)
1253 {
1186 op->direction=i; 1254 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1255 SET_ANIMATION (op, op->direction);
1188 } 1256 }
1189 insert_ob_in_map(op,op->map,op,0); 1257
1258 m->insert (op, new_x, new_y, op);
1190} 1259}
1191 1260
1192/**************************************************************************** 1261/****************************************************************************
1193 * Destruction 1262 * Destruction
1194 ****************************************************************************/ 1263 ****************************************************************************/
1264
1195/* make_object_glow() - currently only makes living objects glow. 1265/* make_object_glow() - currently only makes living objects glow.
1196 * we do this by creating a force and inserting it in the 1266 * we do this by creating a force and inserting it in the
1197 * object. if time is 0, the object glows permanently. To truely 1267 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1268 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1269 * give them the capability to have an inventory. b.t.
1200 */ 1270 */
1201 1271
1272int
1202int make_object_glow(object *op, int radius, int time) { 1273make_object_glow (object *op, int radius, int time)
1274{
1203 object *tmp; 1275 object *tmp;
1204 1276
1205 /* some things are unaffected... */ 1277 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1278 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1279 return 0;
1208 1280
1209 tmp=get_archetype(FORCE_NAME); 1281 tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1282 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1283 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1284 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1285 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1287 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1288
1217 tmp->x=op->x; 1289 tmp->x = op->x;
1218 tmp->y=op->y; 1290 tmp->y = op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1293 tmp = insert_ob_in_ob (tmp, op);
1221 if (tmp->glow_radius > op->glow_radius) 1294 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1295 op->glow_radius = tmp->glow_radius;
1223 1296
1224 if(!tmp->env||op!=tmp->env) { 1297 if (!tmp->env || op != tmp->env)
1298 {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1226 op->name); 1300 return 0;
1227 return 0;
1228 } 1301 }
1229 return 1; 1302 return 1;
1230} 1303}
1231 1304
1232 1305
1233
1234 1306
1307
1308int
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1309cast_destruction (object *op, object *caster, object *spell_ob)
1310{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1311 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1312 sint16 sx, sy;
1238 mapstruct *m; 1313 maptile *m;
1239 object *tmp; 1314 object *tmp;
1240 const char *skill; 1315 const char *skill;
1241 1316
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1317 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1318 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1319 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1320 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1321 friendly = 1;
1246 1322
1247 /* destruction doesn't use another spell object, so we need 1323 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1324 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1325 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through 1326 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1327 * the full share string/free_string route.
1252 */ 1328 */
1253 skill = op->skill; 1329 skill = op->skill;
1330 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1331 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1332 else if (caster->skill)
1333 op->skill = caster->skill;
1334 else
1256 else op->skill = NULL; 1335 op->skill = NULL;
1257 1336
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1337 change_skill (op, find_skill_by_name (op, op->skill), 1);
1259 1338
1260 for(i= -range; i<range; i++) { 1339 for (i = -range; i < range; i++)
1340 {
1261 for(j=-range; j<range ; j++) { 1341 for (j = -range; j < range; j++)
1342 {
1262 m = op->map; 1343 m = op->map;
1263 sx = op->x + i; 1344 sx = op->x + i;
1264 sy = op->y + j; 1345 sy = op->y + j;
1346
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1347 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1348 if (mflags & P_OUT_OF_MAP)
1349 continue;
1350
1267 if (mflags & P_IS_ALIVE) { 1351 if (mflags & P_IS_ALIVE)
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1352 {
1353 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1354 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1355 break;
1271 if (tmp) {
1272 if (tmp->head) tmp=tmp->head;
1273 1356
1357 if (tmp)
1358 {
1359 if (tmp->head)
1360 tmp = tmp->head;
1361
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1362 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1363 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1364 {
1365 if (spell_ob->subtype == SP_DESTRUCTION)
1366 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1367 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1368 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1369 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1280 tmp->x = sx; 1370 }
1281 tmp->y = sy; 1371 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1282 insert_ob_in_map(tmp, m, op, 0); 1372 {
1283 }
1284 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1286 tmp->resist[ATNR_MAGIC]!=100) {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1373 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1288 object *effect = arch_to_object(spell_ob->other_arch); 1374 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1289 effect->x = sx; 1375 }
1290 effect->y = sy; 1376 }
1291 insert_ob_in_map(effect, m, op, 0); 1377 }
1292 } 1378 }
1293 } 1379 }
1294 }
1295 }
1296 } 1380 }
1297 } 1381
1298 }
1299 op->skill = skill; 1382 op->skill = skill;
1300 return 1; 1383 return 1;
1301} 1384}
1302 1385
1303/*************************************************************************** 1386/***************************************************************************
1304 * 1387 *
1305 * CURSE 1388 * CURSE
1306 * 1389 *
1307 ***************************************************************************/ 1390 ***************************************************************************/
1308 1391
1392int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1393cast_curse (object *op, object *caster, object *spell_ob, int dir)
1394{
1310 object *god = find_god(determine_god(op)); 1395 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1396 object *tmp, *force;
1312 1397
1313 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1398 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1399 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1400 {
1401 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1402 return 0;
1403 }
1320 1404
1321 /* If we've already got a force of this type, don't add a new one. */ 1405 /* If we've already got a force of this type, don't add a new one. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1406 for (force = tmp->inv; force != NULL; force = force->below)
1407 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1408 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1409 {
1324 if (force->name == spell_ob->name) { 1410 if (force->name == spell_ob->name)
1325 break; 1411 {
1326 } 1412 break;
1413 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1414 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1415 {
1329 "You can not cast %s while %s is in effect", 1416 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1330 spell_ob->name, force->name_pl); 1417 return 0;
1331 return 0; 1418 }
1419 }
1332 } 1420 }
1333 }
1334 }
1335 1421
1336 if(force==NULL) { 1422 if (force == NULL)
1423 {
1337 force=get_archetype(FORCE_NAME); 1424 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1425 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1426 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1427 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1428 else
1429 force->name = spell_ob->name;
1430
1431 force->name_pl = spell_ob->name;
1432
1433 }
1434 else
1435 {
1348 int duration; 1436 int duration;
1349 1437
1350 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1438 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 if (duration > force->duration) { 1439 if (duration > force->duration)
1440 {
1352 force->duration = duration; 1441 force->duration = duration;
1353 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1442 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1354 } else { 1443 }
1444 else
1445 {
1355 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1446 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1356 } 1447 }
1357 return 1; 1448 return 1;
1358 } 1449 }
1359 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1450 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 force->speed = 1.0; 1451 force->speed = 1.0;
1361 force->speed_left = -1.0; 1452 force->speed_left = -1.0;
1362 SET_FLAG(force, FLAG_APPLIED); 1453 SET_FLAG (force, FLAG_APPLIED);
1363 1454
1364 if(god) { 1455 if (god)
1456 {
1365 if (spell_ob->last_grace) 1457 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1458 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1459 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1460 force->path_denied = god->path_denied;
1369 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1461 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1370 "You are a victim of %s's curse!",god->name); 1462 }
1371 } else 1463 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1464 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1465
1374 1466
1375 if(tmp!=op && op->type==PLAYER) 1467 if (tmp != op && op->type == PLAYER)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1468 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1377 1469
1378 force->stats.ac = spell_ob->stats.ac; 1470 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1471 force->stats.wc = spell_ob->stats.wc;
1380 1472
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1473 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1474 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1475 tmp->update_stats ();
1384 return 1; 1476 return 1;
1385 1477
1386} 1478}
1387
1388 1479
1389/********************************************************************** 1480/**********************************************************************
1390 * mood change 1481 * mood change
1391 * Arguably, this may or may not be an attack spell. But since it 1482 * Arguably, this may or may not be an attack spell. But since it
1392 * effects monsters, it seems best to put it into this file 1483 * effects monsters, it seems best to put it into this file
1393 ***********************************************************************/ 1484 ***********************************************************************/
1394 1485
1395/* This covers the various spells that change the moods of monsters - 1486/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1487 * makes them angry, peacful, friendly, etc.
1397 */ 1488 */
1489int
1398int mood_change(object *op, object *caster, object *spell) { 1490mood_change (object *op, object *caster, object *spell)
1491{
1399 object *tmp, *god, *head; 1492 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1493 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1494 sint16 x, y, nx, ny;
1402 mapstruct *m; 1495 maptile *m;
1403 const char *race; 1496 const char *race;
1404 1497
1405 /* We precompute some values here so that we don't have to keep 1498 /* We precompute some values here so that we don't have to keep
1406 * doing it over and over again. 1499 * doing it over and over again.
1407 */ 1500 */
1408 god=find_god(determine_god(op)); 1501 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1502 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1503 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1504
1412 /* On the bright side, no monster should ever have a race of GOD_... 1505 /* On the bright side, no monster should ever have a race of GOD_...
1413 * so even if the player doesn't worship a god, if race=GOD_.., it 1506 * so even if the player doesn't worship a god, if race=GOD_.., it
1414 * won't ever match anything. 1507 * won't ever match anything.
1415 */ 1508 */
1416 if (!spell->race) race=NULL; 1509 if (!spell->race)
1510 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1511 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1512 race = god->slaying;
1418 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1513 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1514 race = god->race;
1515 else
1419 else race = spell->race; 1516 race = spell->race;
1420
1421 1517
1422 for (x = op->x - range; x <= op->x + range; x++) 1518 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1519 for (y = op->y - range; y <= op->y + range; y++)
1424 1520 {
1425 done_one=0; 1521 done_one = 0;
1426 m = op->map; 1522 m = op->map;
1427 nx = x; 1523 nx = x;
1428 ny = y; 1524 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1525 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1526 if (mflags & P_OUT_OF_MAP)
1527 continue;
1431 1528
1432 /* If there is nothing living on this space, no need to go further */ 1529 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1530 if (!(mflags & P_IS_ALIVE))
1531 continue;
1434 1532
1533 // players can only affect spaces that they can actually see
1534 if (caster && caster->contr
1535 && caster->contr->visibility_at (m, nx, ny) < 70)
1536 continue;
1537
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1538 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1539 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1540 break;
1437 1541
1438 /* There can be living objects that are not monsters */ 1542 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1543 if (!tmp || tmp->type == PLAYER)
1544 continue;
1440 1545
1441 /* Only the head has meaningful data, so resolve to that */ 1546 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1547 if (tmp->head)
1443 else head=tmp; 1548 head = tmp->head;
1549 else
1550 head = tmp;
1444 1551
1445 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1552 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1553 if (race && head->race && !strstr (race, head->race))
1554 continue;
1555
1447 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1556 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1557 continue;
1448 1558
1449 /* Now do a bunch of stuff related to saving throws */ 1559 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1560 best_at = -1;
1451 if (spell->attacktype) { 1561 if (spell->attacktype)
1562 {
1452 for (at=0; at < NROFATTACKS; at++) 1563 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1564 if (spell->attacktype & (1 << at))
1454 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1565 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1566 best_at = at;
1455 1567
1456 if (best_at == -1) at=0; 1568 if (best_at == -1)
1569 at = 0;
1457 else { 1570 else
1571 {
1458 if (head->resist[best_at] == 100) continue; 1572 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1573 continue;
1460 } 1574 else
1575 at = head->resist[best_at] / 5;
1576 }
1461 at -= level / 5; 1577 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1578 if (did_make_save (head, head->level, at))
1463 } 1579 continue;
1580 }
1464 else /* spell->attacktype */ 1581 else /* spell->attacktype */
1465 /* 1582 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving: 1583 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go 1584 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1585 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469 1586
1470 The chance will then be in the range [20-70] percent, not too bad. 1587 The chance will then be in the range [20-70] percent, not too bad.
1471 1588
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can 1589 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster... 1590 charm a level 125 monster...
1474 1591
1475 Ryo, august 14th 1592 Ryo, august 14th
1476 */ 1593 */
1477 { 1594 {
1478 if ( head->level > level ) continue; 1595 if (head->level > level)
1596 continue;
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1480 /* Failed, no effect */ 1598 /* Failed, no effect */
1481 continue; 1599 continue;
1482 } 1600 }
1483 1601
1484 /* Done with saving throw. Now start effecting the monster */ 1602 /* Done with saving throw. Now start affecting the monster */
1485 1603
1486 /* aggravation */ 1604 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1605 if (QUERY_FLAG (spell, FLAG_MONSTER))
1606 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1607 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1608 remove_friendly_object (head);
1609 done_one = 1;
1610 head->enemy = op;
1611 }
1491 1612
1492 done_one = 1;
1493 head->enemy = op;
1494 }
1495
1496 /* calm monsters */ 1613 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1614 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1615 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1616 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1617 head->enemy = NULL;
1500 done_one = 1; 1618 done_one = 1;
1501 } 1619 }
1502 1620
1503 /* berserk monsters */ 1621 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1622 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1623 {
1505 SET_FLAG(head, FLAG_BERSERK); 1624 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1625 done_one = 1;
1507 } 1626 }
1627
1508 /* charm */ 1628 /* charm */
1509 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1629 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1510 SET_FLAG(head, FLAG_FRIENDLY); 1630 {
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1631 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 Typical use case is charm, go somwhere, use aggravation to make hostile. 1632 Typical use case is charm, go somwhere, use aggravation to make hostile.
1513 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1633 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1634 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1635 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1636 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1637 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1638 head->attack_movement = PETMOVE;
1519 done_one = 1; 1639 done_one = 1;
1520 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1640 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1521 head->stats.exp = 0; 1641 head->stats.exp = 0;
1522 } 1642 }
1523 1643
1524 /* If a monster was effected, put an effect in */ 1644 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1645 if (done_one && spell->other_arch)
1526 tmp = arch_to_object(spell->other_arch); 1646 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1527 tmp->x = nx; 1647 } /* for y */
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 }
1531 } /* for y */
1532 1648
1533 return 1; 1649 return 1;
1534} 1650}
1535 1651
1536 1652
1537/* Move_ball_spell: This handles ball type spells that just sort of wander 1653/* Move_ball_spell: This handles ball type spells that just sort of wander
1538 * about. was called move_ball_lightning, but since more than the ball 1654 * about. was called move_ball_lightning, but since more than the ball
1539 * lightning spell used it, that seemed misnamed. 1655 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1656 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1657 * note that duration is handled by process_object() in time.c
1542 */ 1658 */
1543 1659
1660void
1544void move_ball_spell(object *op) { 1661move_ball_spell (object *op)
1662{
1545 int i,j,dam_save,dir, mflags; 1663 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1664 sint16 nx, ny, hx, hy;
1547 object *owner; 1665 object *owner;
1548 mapstruct *m; 1666 maptile *m;
1549 1667
1550 owner = get_owner(op); 1668 owner = op->owner;
1551 1669
1552 /* the following logic makes sure that the ball doesn't move into a wall, 1670 /* the following logic makes sure that the ball doesn't move into a wall,
1553 * and makes sure that it will move along a wall to try and get at it's 1671 * and makes sure that it will move along a wall to try and get at it's
1554 * victim. The block immediately below more or less chooses a random 1672 * victim. The block immediately below more or less chooses a random
1555 * offset to move the ball, eg, keep it mostly on course, with some 1673 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1674 * deviations.
1557 */ 1675 */
1558 1676
1559 dir = 0; 1677 dir = 0;
1560 if(!(rndm(0, 3))) 1678 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1679 j = rndm (0, 1);
1562 else j=0; 1680 else
1681 j = 0;
1563 1682
1564 for(i = 1; i < 9; i++) { 1683 for (i = 1; i < 9; i++)
1684 {
1565 /* i bit 0: alters sign of offset 1685 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1686 * other bits (i / 2): absolute value of offset
1567 */ 1687 */
1568 1688
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1689 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1690 int tmpdir = absdir (op->direction + offset);
1571 1691
1572 nx = op->x + freearr_x[tmpdir]; 1692 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1693 ny = op->y + freearr_y[tmpdir];
1574 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1694 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))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1695 {
1576 dir = tmpdir; 1696 dir = tmpdir;
1577 break; 1697 break;
1578 } 1698 }
1579 } 1699 }
1580 if (dir == 0) { 1700 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1701 {
1702 nx = op->x;
1703 ny = op->y;
1704 m = op->map;
1705 }
1585 1706
1586 remove_ob(op); 1707 m->insert (op, nx, ny, op);
1587 op->y=ny; 1708
1588 op->x=nx;
1589 insert_ob_in_map(op,m,op,0);
1590
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1709 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1710 surrounding squares */
1593 1711
1594 /* loop over current square and neighbors to hit. 1712 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1713 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1714 * the surround spaces.
1597 */ 1715 */
1598 for(j=0;j<9;j++) { 1716 for (j = 0; j < 9; j++)
1599 object *new_ob; 1717 {
1600
1601 hx = nx+freearr_x[j]; 1718 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1719 hy = ny + freearr_y[j];
1603 1720
1604 m = op->map; 1721 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1722 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1723
1607 if (mflags & P_OUT_OF_MAP) continue; 1724 if (mflags & P_OUT_OF_MAP)
1725 continue;
1608 1726
1609 /* first, don't ever, ever hit the owner. Don't hit out 1727 /* first, don't ever, ever hit the owner. Don't hit out
1610 * of the map either. 1728 * of the map either.
1611 */ 1729 */
1612 1730
1613 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1731 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1614 if(j) op->stats.dam = dam_save/2; 1732 {
1733 if (j)
1734 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1735 hit_map (op, j, op->attacktype, 1);
1616 1736
1617 } 1737 }
1618 1738
1619 /* insert the other arch */ 1739 /* insert the other arch */
1620 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1740 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1621 new_ob = arch_to_object(op->other_arch); 1741 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1622 new_ob->x = hx;
1623 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0);
1625 }
1626 } 1742 }
1627 1743
1628 /* restore to the center location and damage*/ 1744 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1745 op->stats.dam = dam_save;
1630 1746
1631 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1747 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1632 1748
1633 if(i>=0) { /* we have a preferred direction! */ 1749 if (i >= 0)
1750 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1751 /* pick another direction if the preferred dir is blocked. */
1635 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1752 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1636 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1753 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1754 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1755
1639 op->direction=i; 1756 op->direction = i;
1640 } 1757 }
1641} 1758}
1642 1759
1643 1760
1644/* move_swarm_spell: peterm 1761/* move_swarm_spell: peterm
1647 * is a special type of object that casts swarms of other types 1764 * is a special type of object that casts swarms of other types
1648 * of spells. Which spell it casts is flexible. It fires the spells 1765 * of spells. Which spell it casts is flexible. It fires the spells
1649 * from a set of squares surrounding the caster, in a given direction. 1766 * from a set of squares surrounding the caster, in a given direction.
1650 */ 1767 */
1651 1768
1769void
1652void move_swarm_spell(object *op) 1770move_swarm_spell (object *op)
1653{ 1771{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1772#if 0
1676 // this is bogus: it causes wrong places to be checked below 1773 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1677 // (a wall 2 cells away will block the effect...) and 1774 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1775 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1776 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1777 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1778#endif
1779 int basedir;
1780 object *owner;
1723 1781
1782 owner = op->owner;
1783 if (op->duration == 0 || owner == NULL)
1784 {
1785 op->destroy ();
1786 return;
1787 }
1788
1789 op->duration--;
1790
1791 basedir = op->direction;
1792 if (basedir == 0)
1793 {
1794 /* spray in all directions! 8) */
1795 basedir = rndm (1, 8);
1796 }
1797
1798#if 0
1799 // this is bogus: it causes wrong places to be checked below
1800 // (a wall 2 cells away will block the effect...) and
1801 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1802 // space.
1803 // should be fixed later, but correctness before features...
1804 // (schmorp)
1805
1806 /* new offset calculation to make swarm element distribution
1807 * more uniform
1808 */
1809 if (op->duration)
1810 {
1811 if (basedir & 1)
1812 {
1813 adjustdir = cardinal_adjust[rndm (0, 8)];
1814 }
1815 else
1816 {
1817 adjustdir = diagonal_adjust[rndm (0, 9)];
1818 }
1819 }
1820 else
1821 {
1822 adjustdir = 0; /* fire the last one from forward. */
1823 }
1824
1825 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1826 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1827
1828 /* back up one space so we can hit point-blank targets, but this
1829 * necessitates extra out_of_map check below
1830 */
1831 origin_x = target_x - freearr_x[basedir];
1832 origin_y = target_y - freearr_y[basedir];
1833
1834
1724 /* spell pointer is set up for the spell this casts. Since this 1835 /* spell pointer is set up for the spell this casts. Since this
1725 * should just be a pointer to the spell in some inventory, 1836 * should just be a pointer to the spell in some inventory,
1726 * it is unlikely to disappear by the time we need it. However, 1837 * it is unlikely to disappear by the time we need it. However,
1727 * do some sanity checking anyways. 1838 * do some sanity checking anyways.
1728 */ 1839 */
1840
1841 if (op->spell && op->spell->type == SPELL &&
1842 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1843 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1844 {
1845
1846 /* Bullet spells have a bunch more customization that needs to be done */
1847 if (op->spell->subtype == SP_BULLET)
1848 fire_bullet (owner, op, basedir, op->spell);
1849 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1850 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1851 }
1852#endif
1853
1854 /* spell pointer is set up for the spell this casts. Since this
1855 * should just be a pointer to the spell in some inventory,
1856 * it is unlikely to disappear by the time we need it. However,
1857 * do some sanity checking anyways.
1858 */
1859
1730 if (op->spell && op->spell->type == SPELL) 1860 if (op->spell && op->spell->type == SPELL)
1731 { 1861 {
1732 /* Bullet spells have a bunch more customization that needs to be done */ 1862 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET) 1863 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1864 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1865 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1866 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1737 } 1867 }
1738} 1868}
1739 1869
1740 1870
1741 1871
1742 1872
1750 * dir: the direction everything will be fired in 1880 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1881 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1882 * n: the number to be fired.
1753 */ 1883 */
1754 1884
1885int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1886fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1887{
1757 object *tmp; 1888 object *tmp;
1758 int i; 1889 int i;
1759 1890
1760 if (!spell->other_arch) return 0; 1891 if (!spell->other_arch)
1892 return 0;
1761 1893
1762 tmp=get_archetype(SWARM_SPELL); 1894 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x;
1764 tmp->y=op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1895 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1766 set_spell_skill(op, caster, spell, tmp); 1896 set_spell_skill (op, caster, spell, tmp);
1767 1897
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1898 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1899 tmp->spell = arch_to_object (spell->other_arch);
1770 1900
1771 tmp->attacktype = tmp->spell->attacktype; 1901 tmp->attacktype = tmp->spell->attacktype;
1772 1902
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1903 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1774 if ( ! tailor_god_spell (tmp, op)) 1904 if (!tailor_god_spell (tmp, op))
1775 return 1; 1905 return 1;
1776 } 1906
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1907 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1908 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1909 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1910
1781 tmp->direction=dir; 1911 tmp->direction = dir;
1782 tmp->invisible=1; 1912 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 1913
1914 tmp->insert_at (op, op);
1784 return 1; 1915 return 1;
1785} 1916}
1786 1917
1787 1918
1788/* See the spells documentation file for why this is its own 1919/* See the spells documentation file for why this is its own
1789 * function. 1920 * function.
1790 */ 1921 */
1922int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1923cast_light (object *op, object *caster, object *spell, int dir)
1924{
1792 object *target=NULL,*tmp=NULL; 1925 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 1926 sint16 x, y;
1794 int dam, mflags; 1927 int dam, mflags;
1795 mapstruct *m; 1928 maptile *m;
1796 1929
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1930 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 1931
1799 if(!dir) { 1932 if (!dir)
1933 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1934 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 1935 return 0;
1802 } 1936 }
1803 1937
1804 x=op->x+freearr_x[dir]; 1938 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 1939 y = op->y + freearr_y[dir];
1806 m = op->map; 1940 m = op->map;
1807 1941
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 1942 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 1943
1810 if (mflags & P_OUT_OF_MAP) { 1944 if (mflags & P_OUT_OF_MAP)
1945 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1946 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 1947 return 0;
1813 } 1948 }
1814 1949
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 1950 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 1951 {
1952 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1953 if (QUERY_FLAG (target, FLAG_MONSTER))
1954 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 1955 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 1956 if (target->head)
1957 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 1958 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 1959 return 1; /* one success only! */
1960 }
1822 } 1961 }
1823 }
1824 1962
1825 /* no live target, perhaps a wall is in the way? */ 1963 /* no live target, perhaps a wall is in the way? */
1826 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1964 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1965 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1966 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1828 return 0; 1967 return 0;
1829 } 1968 }
1830 1969
1831 /* ok, looks groovy to just insert a new light on the map */ 1970 /* ok, looks groovy to just insert a new light on the map */
1832 tmp=arch_to_object(spell->other_arch); 1971 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 1972 if (!tmp)
1973 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1974 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 1975 return 0;
1836 } 1976 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1977 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 1978 if (tmp->glow_radius)
1979 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1980 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1981 if (tmp->glow_radius > MAX_LIGHT_RADII)
1982 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 1983 }
1842 tmp->x=x; 1984
1843 tmp->y=y; 1985 m->insert (tmp, x, y, op);
1844 insert_ob_in_map(tmp,m,op,0);
1845 return 1; 1986 return 1;
1846} 1987}
1847 1988
1848 1989
1849 1990
1850 1991
1853 * op is the player/monster, caster is the object, dir is the direction 1994 * op is the player/monster, caster is the object, dir is the direction
1854 * to cast, disease_arch is the specific disease, and type is the spell number 1995 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 1996 * perhaps this should actually be in disease.c?
1856 */ 1997 */
1857 1998
1999int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2000cast_cause_disease (object *op, object *caster, object *spell, int dir)
2001{
1859 sint16 x,y; 2002 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 2003 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 2004 object *walk;
1862 mapstruct *m; 2005 maptile *m;
1863 2006
1864 x = op->x; 2007 x = op->x;
1865 y = op->y; 2008 y = op->y;
1866 2009
1867 /* If casting from a scroll, no direction will be available, so refer to the 2010 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 2011 * direction the player is pointing.
1869 */ 2012 */
2013 if (!dir)
1870 if (!dir) dir=op->facing; 2014 dir = op->facing;
2015 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2016 return 0; /* won't find anything if casting on ourself, so just return */
1872 2017
1873 /* Calculate these once here */ 2018 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 2019 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 2020 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 2021 dur_mod = SP_level_duration_adjust (caster, spell);
1877 2022
1878 /* search in a line for a victim */ 2023 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 2024 for (i = 1; i < range; i++)
2025 {
1880 x = op->x + i * freearr_x[dir]; 2026 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2027 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2028 m = op->map;
1883 2029
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2030 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2031
1886 if (mflags & P_OUT_OF_MAP) return 0; 2032 if (mflags & P_OUT_OF_MAP)
2033 return 0;
1887 2034
1888 /* don't go through walls - presume diseases are airborne */ 2035 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2036 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2037 return 0;
1890 2038
1891 /* Only bother looking on this space if there is something living here */ 2039 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 2040 if (mflags & P_IS_ALIVE)
2041 {
1893 /* search this square for a victim */ 2042 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2043 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1895 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2044 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2045 { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch); 2046 object *disease = arch_to_object (spell->other_arch);
1897 2047
1898 set_owner(disease,op); 2048 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 2049 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2050 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2051 disease->level = caster_level (caster, spell);
1902 2052
1903 /* do level adjustments */ 2053 /* do level adjustments */
1904 if(disease->stats.wc) 2054 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2055 disease->stats.wc += dur_mod / 2;
1906 2056
1907 if(disease->magic> 0) 2057 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2058 disease->magic += dur_mod / 4;
1909 2059
1910 if(disease->stats.maxhp>0) 2060 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2061 disease->stats.maxhp += dur_mod;
1912 2062
1913 if(disease->stats.maxgrace>0) 2063 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2064 disease->stats.maxgrace += dur_mod;
1915 2065
1916 if(disease->stats.dam) { 2066 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2067 {
1918 disease->stats.dam += dam_mod; 2068 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2069 disease->stats.dam += dam_mod;
1920 } 2070 else
2071 disease->stats.dam -= dam_mod;
2072 }
1921 2073
1922 if(disease->last_sp) { 2074 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2075 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2076 disease->last_sp -= 2 * dam_mod;
1925 } 2077 if (disease->last_sp < 1)
2078 disease->last_sp = 1;
2079 }
1926 2080
1927 if(disease->stats.maxsp) { 2081 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2082 {
1929 disease->stats.maxsp += dam_mod; 2083 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2084 disease->stats.maxsp += dam_mod;
1931 } 2085 else
1932 2086 disease->stats.maxsp -= dam_mod;
2087 }
2088
1933 if(disease->stats.ac) 2089 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2090 disease->stats.ac += dam_mod;
1935 2091
1936 if(disease->last_eat) 2092 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2093 disease->last_eat -= dam_mod;
1938 2094
1939 if(disease->stats.hp) 2095 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2096 disease->stats.hp -= dam_mod;
1941 2097
1942 if(disease->stats.sp) 2098 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2099 disease->stats.sp -= dam_mod;
1944 2100
1945 if(infect_object(walk,disease,1)) { 2101 if (infect_object (walk, disease, 1))
1946 object *flash; /* visual effect for inflicting disease */ 2102 {
1947
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2103 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2104
1950 free_object(disease); /* don't need this one anymore */ 2105 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2106 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
1952 flash->x = x; 2107 return 1;
1953 flash->y = y; 2108 }
1954 flash->map = walk->map; 2109
1955 insert_ob_in_map(flash,walk->map,op,0); 2110 disease->destroy ();
1956 return 1; 2111 }
1957 } 2112 } /* if living creature */
1958 free_object(disease); 2113 } /* for range of spaces */
1959 } 2114
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2115 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2116 return 1;
1964} 2117}

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