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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.4 by elmex, Tue Aug 15 17:35:51 2006 UTC vs.
Revision 1.37 by root, Mon May 28 21:28:36 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: spell_attack.C,v 1.4 2006/08/15 17:35:51 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42
43void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
45{
51 object *tmp, *tmp2; /* object on the map */ 46 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 47 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 49
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 50 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 52 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 53 return;
58 }else{ 54 }
55 else
56 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 57 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 59 }
62 60
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 62 {
65 int num_sections = 1; 63 int num_sections = 1;
66 64
67 /* don't move DM */ 65 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 67 return;
70 68
71 /* don't move parts of objects */ 69 /* don't move parts of objects */
72 if(tmp->head) continue; 70 if (tmp->head)
71 continue;
73 72
74 /* don't move floors or immobile objects */ 73 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue;
76 76
77 /* count the object's sections */ 77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
79 num_sections++;
79 80
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 81 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 82 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 83 * object, not just the head, so the total weight should be relevant.
83 */ 84 */
84 85
85 /* surface area? -tm */ 86 /* surface area? -tm */
86 87
87 if (tmp->move_type & MOVE_FLYING) 88 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 89 frictionmod = 1; /* flying objects loose the friction modifier */
89 90
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */
91 /* move_object is really for monsters, but looking at 93 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 94 * the move_object function, it appears that it should
93 * also be safe for objects. 95 * also be safe for objects.
94 * This does return if successful or not, but 96 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 97 * I don't see us doing anything useful with that information
96 * right now. 98 * right now.
97 */ 99 */
98 move_object(tmp, absdir(op->stats.sp)); 100 move_object (tmp, absdir (op->stats.sp));
99 } 101 }
100 102
101 } 103 }
102} 104}
103 105
104/*************************************************************************** 106/***************************************************************************
109 111
110/* Causes op to fork. op is the original bolt, tmp 112/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 113 * is the first piece of the fork.
112 */ 114 */
113 115
116void
114void forklightning(object *op, object *tmp) { 117forklightning (object *op, object *tmp)
118{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 120 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 121 maptile *m;
118 sint16 sx,sy; 122 sint16 sx, sy;
119 object *new_bolt; 123 object *new_bolt;
120 124
121 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 127 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 128 * down to 0 for one going 90 degrees left off original path
125 */ 129 */
126 130
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 131 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 132 new_dir = -1;
129 133
130 /* check the new dir for a wall and in the map*/ 134 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 135 t_dir = absdir (tmp->direction + new_dir);
132 136
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 137 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 138 return;
135 return;
136 139
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 141 return;
139 142
140 /* OK, we made a fork */ 143 /* OK, we made a fork */
141 new_bolt = get_object(); 144 new_bolt = tmp->clone ();
142 145
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 = -0.1f;
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 = -0.1f;
251 /* To make up for the decrease at the top of the function */
252 tmp->duration++;
253
254 /* New forking code. Possibly create forks of this object
255 * going off in other directions.
256 */
257 if (rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261
262 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward.
264 */
265 op->range = 0;
266 } /* copy object and move it along */
267 } /* if move bolt along */
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 = -0.21f;
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;
409 } 429 }
410 430
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 431 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 432 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 433 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 434 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 435 {
416 remove_ob (op); 436 op->destroy ();
417 free_object (op); 437 return;
438 }
439
440 if (op->attacktype)
441 {
442 hit_map (op, 0, op->attacktype, 1);
443 if (op->destroyed ())
418 return; 444 return;
419 } 445 }
420 446
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 447 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 448 tmp = arch_to_object (op->other_arch);
429 449
430 copy_owner (tmp, op); 450 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 451 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 452
434 owner = get_owner(op); 453 owner = op->owner;
454
435 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))
436 !tailor_god_spell(tmp, owner)) {
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 456 {
441 tmp->x = op->x; 457 op->destroy ();
442 tmp->y = op->y; 458 return;
459 }
443 460
444 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
446 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 465 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 467 tmp->duration = op->duration;
450 } else { 468 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
452 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
456 /* 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 -
457 * the count of the parent should work fine. 479 * the count of the parent should work fine.
458 */ 480 */
459 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
460 } 482 }
461 483
462 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
465 487
466 /* Prevent recursion */ 488 /* Prevent recursion */
467 op->move_on = 0; 489 op->move_on = 0;
468 490
469 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
470 /* remove the firebullet */ 492 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 494}
476
477
478 495
479/* 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
480 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
481 */ 498 */
482 499void
483void check_bullet(object *op) 500check_bullet (object *op)
484{ 501{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 502 object *tmp;
487 int dam, mflags; 503 int dam, mflags;
488 mapstruct *m; 504 maptile *m;
489 sint16 sx, sy; 505 sint16 sx, sy;
490 506
491 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);
492 508
493 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)))
494 return; 510 return;
495 511
496 if (op->other_arch) { 512 if (op->other_arch)
513 {
497 /* explode object will also remove op */ 514 /* explode object will also remove op */
498 explode_bullet (op); 515 explode_bullet (op);
499 return; 516 return;
500 } 517 }
501 518
502 /* 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 */
503 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
504 522
505 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)
506 { 524 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 526 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 || (op->stats.dam -= dam) < 0)
512 { 529 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 530 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 531 {
515 free_object(op); 532 op->destroy ();
516 return; 533 return;
517 } 534 }
518 } 535 }
519 } 536 }
520 } 537 }
521} 538}
522
523 539
524/* Basically, we move 'op' one square, and if it hits something, 540/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 541 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 542 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 543 * fired arches (eg, bolts).
528 */ 544 */
529 545void
530void move_bullet(object *op) 546move_bullet (object *op)
531{ 547{
532 sint16 new_x, new_y; 548 sint16 new_x, new_y;
533 int mflags; 549 int mflags;
534 mapstruct *m; 550 maptile *m;
535 551
536#if 0 552#if 0
537 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
538 554
539 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
542 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
544 return; 561 return;
545 } /* end addition. */ 562 } /* end addition. */
546#endif 563#endif
547 564
548 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
550 if (op->other_arch) { 568 if (op->other_arch)
551 explode_bullet (op); 569 explode_bullet (op);
552 } else { 570 else
553 remove_ob (op); 571 op->destroy ();
554 free_object (op); 572
555 }
556 return; 573 return;
557 } 574 }
558 575
559 new_x = op->x + DIRX(op); 576 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 577 new_y = op->y + DIRY (op);
561 m = op->map; 578 m = op->map;
562 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);
563 580
564 if (mflags & P_OUT_OF_MAP) { 581 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 582 {
566 free_object (op); 583 op->destroy ();
567 return; 584 return;
568 } 585 }
569 586
570 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 {
571 if (op->other_arch) { 589 if (op->other_arch)
572 explode_bullet (op); 590 explode_bullet (op);
573 } else { 591 else
574 remove_ob (op); 592 op->destroy ();
575 free_object (op); 593
576 }
577 return; 594 return;
578 } 595 }
579 596
580 remove_ob (op); 597 if (!(op = m->insert (op, new_x, new_y, op)))
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return; 598 return;
585 599
586 if (reflwall (op->map, op->x, op->y, op)) { 600 if (reflwall (op->map, op->x, op->y, op))
601 {
587 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 603 update_turn_face (op);
589 } else { 604 }
605 else
590 check_bullet (op); 606 check_bullet (op);
591 }
592} 607}
593
594
595
596 608
597/* fire_bullet 609/* fire_bullet
598 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
601 * spob->attacktype. 613 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 614 * This function sets up the appropriate owner and skill
603 * pointers. 615 * pointers.
604 */ 616 */
605 617
618int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
607 object *tmp=NULL; 621 object *tmp = NULL;
608 int mflags; 622 int mflags;
609 623
610 if (!spob->other_arch) 624 if (!spob->other_arch)
611 return 0; 625 return 0;
612 626
613 tmp=arch_to_object(spob->other_arch); 627 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 628 if (tmp == NULL)
615 return 0; 629 return 0;
616 630
617 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
618 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);
619 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
621 636
622 tmp->range = 50; 637 tmp->range = 50;
623 638
624 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 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);
628 643
629 tmp->direction=dir; 644 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
632 647
633 set_owner(tmp,op); 648 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
635 650
636 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 653 tmp->map = op->map;
639 654
655 maptile *newmap;
640 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);
641 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 658 {
659 tmp->destroy ();
660 return 0;
661 }
662
663 tmp->map = newmap;
664
645 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 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 668 {
669 tmp->destroy ();
648 return 0; 670 return 0;
649 } 671 }
650 tmp->x=op->x; 672
651 tmp->y=op->y; 673 tmp->x = op->x;
674 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 675 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 676 tmp->map = op->map;
654 } 677 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 678
679 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 680 check_bullet (tmp);
657 } 681
658 return 1; 682 return 1;
659} 683}
660
661
662
663 684
664/***************************************************************************** 685/*****************************************************************************
665 * 686 *
666 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
667 * 688 *
668 *****************************************************************************/ 689 *****************************************************************************/
669 690
670
671/* 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
672void cone_drop(object *op) { 693cone_drop (object *op)
694{
673 object *new_ob = arch_to_object(op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
674 696
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 697 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 698 new_ob->set_owner (op->owner);
679 699
680 /* preserve skill ownership */ 700 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 701 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 702 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 703
684 } 704 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 705}
688 706
689/* 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 */
690 708
709void
691void move_cone(object *op) { 710move_cone (object *op)
711{
692 int i; 712 int i;
693 tag_t tag;
694 713
695 /* 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 */
696 if (! op->map) { 715 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 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 }
703 721
704 /* lava saves it's life, but not yours :) */ 722 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 723 if (QUERY_FLAG (op, FLAG_LIFESAVE))
724 {
706 hit_map(op,0,op->attacktype,0); 725 hit_map (op, 0, op->attacktype, 0);
707 return; 726 return;
708 } 727 }
709 728
710#if 0 729#if 0
711 /* Disable this - enabling it makes monsters easier, as 730 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 731 * when their cone dies when they die.
713 */ 732 */
714 /* If no owner left, the spell dies out. */ 733 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 734 if (op->owner == NULL)
716 remove_ob(op); 735 {
717 free_object(op); 736 op->destroy ();
718 return; 737 return;
719 } 738 }
720#endif 739#endif
721 740
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 741 hit_map (op, 0, op->attacktype, 0);
724 742
725 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
727 * degree. 745 * degree.
728 */ 746 */
747 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 748 check_spell_knockback (op);
730 749
731 if (was_destroyed (op, tag)) 750 if (op->destroyed ())
751 return;
752
753 if ((op->duration--) < 0)
754 {
755 op->destroy ();
732 return; 756 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 757 }
739 /* Object has hit maximum range, so don't have it move 758 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 759 * any further. When the duration above expires,
741 * then the object will get removed. 760 * then the object will get removed.
742 */ 761 */
743 if (--op->range < 0) { 762 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 763 {
764 op->range = 0; /* just so it doesn't wrap */
765 return;
766 }
747 767
748 for(i= -1;i<2;i++) { 768 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 769 {
750 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)];
751 771
752 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))
753 object *tmp=get_object(); 773 {
754 copy_object(op, tmp); 774 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 775
758 tmp->duration = op->duration + 1; 776 tmp->duration = op->duration + 1;
759 777
760 /* Use for spell tracking - see ok_to_put_more() */ 778 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 779 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 780
763 if (tmp->other_arch) cone_drop(tmp); 781 op->map->insert (tmp, x, y, op);
764 } 782
783 if (tmp->other_arch)
784 cone_drop (tmp);
785 }
765 } 786 }
766} 787}
767 788
768/* cast_cone: casts a cone spell. 789/* cast_cone: casts a cone spell.
769 * op: person firing the object. 790 * op: person firing the object.
771 * dir: direction to fire in. 792 * dir: direction to fire in.
772 * 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
773 * to fire. 794 * to fire.
774 * returns 0 on failure, 1 on success. 795 * returns 0 on failure, 1 on success.
775 */ 796 */
797int
776int cast_cone(object *op, object *caster,int dir, object *spell) 798cast_cone (object *op, object *caster, int dir, object *spell)
777{ 799{
778 object *tmp; 800 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 801 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 802 maptile *m;
781 sint16 sx, sy; 803 sint16 sx, sy;
782 MoveType movetype; 804 MoveType movetype;
783 805
784 if (!spell->other_arch) return 0; 806 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 807 return 0;
808
809 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 810 {
811 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
812 return 0;
813 }
792 814
793 if(!dir) { 815 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 816 {
817 range_min = 0;
818 range_max = 8;
819 }
797 820
798 /* 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
799 * 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
800 * insert it into is blocked. 823 * insert it into is blocked.
801 */ 824 */
802 movetype = spell->other_arch->clone.move_type; 825 movetype = spell->other_arch->clone.move_type;
803 826
804 for(i=range_min;i<=range_max;i++) { 827 for (i = range_min; i <= range_max; i++)
828 {
805 sint16 x,y, d; 829 sint16 x, y, d;
806 830
807 /* We can't use absdir here, because it never returns 831 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 832 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 833 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 834 * to hit that person.
811 */ 835 */
812 d = dir + i; 836 d = dir + i;
813 while (d < 0) d+=8; 837 while (d < 0)
814 while (d > 8) d-=8; 838 d += 8;
839 while (d > 8)
840 d -= 8;
815 841
816 /* 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.
817 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 846 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 847 * for the rune code.
822 */ 848 */
823 if (caster->type != RUNE && d==0) { 849 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 850 {
825 else continue; 851 if (dir != 0)
826 } 852 d = 8;
853 else
854 continue;
855 }
827 856
828 x = op->x+freearr_x[d]; 857 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 858 y = op->y + freearr_y[d];
830 859
831 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)
832 continue; 861 continue;
833 862
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 864 continue;
836 865
837 success=1; 866 success = 1;
838 tmp=arch_to_object(spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 868 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 870 tmp->level = caster_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 871 tmp->attacktype = spell->attacktype;
845 872
846 /* holy word stuff */ 873 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 875 if (!tailor_god_spell (tmp, op))
849 } 876 return 0;
850 877
851 if(dir) 878 if (dir)
852 tmp->stats.sp=dir; 879 tmp->stats.sp = dir;
853 else 880 else
854 tmp->stats.sp=i; 881 tmp->stats.sp = i;
855 882
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 883 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 884
858 /* 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 */
859 if (dir == 0) { 886 if (dir == 0)
887 {
860 tmp->range /= 4; 888 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 889 if (tmp->range < 2 && spell->range >= 2)
862 } 890 tmp->range = 2;
891 }
892
863 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);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 894 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 895
866 /* Special bonus for fear attacks */ 896 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 897 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 898 {
869 else 899 if (caster->type == PLAYER)
900 tmp->duration += fear_bonus[caster->stats.Cha];
901 else
870 tmp->duration += caster->level/3; 902 tmp->duration += caster->level / 3;
871 } 903 }
904
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 905 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 906 {
874 else 907 if (caster->type == PLAYER)
908 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
909 else
875 tmp->duration += caster->level/3; 910 tmp->duration += caster->level / 3;
876 } 911 }
877 912
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
880 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);
881 spell->other_arch->name);
882 915
883 if (!tmp->move_on && tmp->stats.dam) { 916 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889 918
919 m->insert (tmp, sx, sy, op);
920
890 /* 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
891 * a single space too many times. 922 * a single space too many times.
892 */ 923 */
893 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
894 925
895 if(tmp->other_arch) cone_drop(tmp); 926 if (tmp->other_arch)
927 cone_drop (tmp);
896 } 928 }
929
897 return success; 930 return success;
898} 931}
899 932
900/**************************************************************************** 933/****************************************************************************
901 * 934 *
902 * BOMB related code 935 * BOMB related code
905 938
906 939
907/* This handles an exploding bomb. 940/* This handles an exploding bomb.
908 * op is the original bomb object. 941 * op is the original bomb object.
909 */ 942 */
943void
910void animate_bomb(object *op) { 944animate_bomb (object *op)
945{
911 int i; 946 int i;
912 object *env, *tmp; 947 object *env, *tmp;
913 archetype *at;
914 948
915 if(op->state!=NUM_ANIMATIONS(op)-1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 950 return;
917 951
918
919 env = object_get_env_recursive(op); 952 env = object_get_env_recursive (op);
920 953
921 if (op->env) { 954 if (op->env)
955 {
922 if (env->map == NULL) 956 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 957 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961
962 if (!(op = op->insert_at (env, op)))
963 return;
943 } 964 }
944 965
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 ();
972 return;
973 }
974
945 /* This copies a lot of the code from the fire bullet, 975 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 976 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 977 * so just set up the appropriate values.
948 */ 978 */
949 at = find_archetype(SPLINT); 979 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 980 {
951 for(i=1;i<9;i++) { 981 for (i = 1; i < 9; i++)
982 {
952 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]))
953 continue; 984 continue;
985
954 tmp = arch_to_object(at); 986 tmp = arch_to_object (at);
955 tmp->direction = i; 987 tmp->direction = i;
956 tmp->range = op->range; 988 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 989 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 990 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 991 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 992 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 993 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 994 tmp->skill = op->skill;
963 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 }
964 } 1002 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973 1003
974 explode_bullet(op); 1004 explode_bullet (op);
975} 1005}
976 1006
1007int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1008create_bomb (object *op, object *caster, int dir, object *spell)
1009{
978 1010
979 object *tmp; 1011 object *tmp;
980 int mflags; 1012 int mflags;
981 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];
982 mapstruct *m; 1014 maptile *m;
983 1015
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1016 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 {
986 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.");
987 return 0; 1020 return 0;
988 } 1021 }
989 tmp=arch_to_object(spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
990 1023
991 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 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);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
996 1029
997 set_owner(tmp,op); 1030 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1032
1000 tmp->y=dy; 1033 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1034 return 1;
1003} 1035}
1004 1036
1005/**************************************************************************** 1037/****************************************************************************
1006 * 1038 *
1007 * smite related spell code. 1039 * smite related spell code.
1015 * dir is the direction to look in. 1047 * dir is the direction to look in.
1016 * range is how far out to look. 1048 * range is how far out to look.
1017 * 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.
1018 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1019 */ 1051 */
1020 1052
1053object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1054get_pointed_target (object *op, int dir, int range, int type)
1055{
1022 object *target; 1056 object *target;
1023 sint16 x,y; 1057 sint16 x, y;
1024 int dist, mflags; 1058 int dist, mflags;
1025 mapstruct *mp; 1059 maptile *mp;
1026 1060
1027 if (dir==0) return NULL; 1061 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 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;
1049} 1092}
1050 1093
1051 1094
1052/* cast_smite_arch() - the priest points to a creature and causes 1095/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1096 * a 'godly curse' to decend.
1056 * caster = object casting the spell. 1099 * caster = object casting the spell.
1057 * dir = direction being cast 1100 * dir = direction being cast
1058 * spell = spell object 1101 * spell = spell object
1059 */ 1102 */
1060 1103
1104int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1105cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{
1062 object *effect, *target; 1107 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1108 object *god = find_god (determine_god (op));
1064 int range; 1109 int range;
1065 1110
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1111 range = spell->range + SP_level_range_adjust (caster, spell);
1067 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);
1068 1113
1069 /* Bunch of conditions for casting this spell. Note that only 1114 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1115 * require a god if this is a cleric spell (requires grace).
1071 * 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
1072 * 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
1073 * interesting spell. 1118 * interesting spell.
1074 * 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
1075 * can't be friendly to your god. 1120 * can't be friendly to your god.
1076 */ 1121 */
1077 1122
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1123 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1124 || (!god && spell->stats.grace)
1080 ||(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)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1126 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1127 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1128 return 0;
1084 } 1129 }
1085 1130
1086 if (spell->other_arch) 1131 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1132 effect = arch_to_object (spell->other_arch);
1088 else 1133 else
1089 return 0; 1134 return 0;
1090 1135
1091 /* tailor the effect by priest level and worshipped God */ 1136 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1137 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1138 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 {
1095 if(tailor_god_spell(effect,op)) 1141 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1142 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1143 else
1144 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1145 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1146 return 0;
1101 } 1147 }
1102 } 1148 }
1103 1149
1104 /* size of the area of destruction */ 1150 /* size of the area of destruction */
1105 effect->range=spell->range + 1151 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1152 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1153
1110 if (effect->attacktype & AT_DEATH) { 1154 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1155 {
1112 SP_level_dam_adjust(caster,spell); 1156 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1157
1114 /* casting death spells at undead isn't a good thing */ 1158 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1159 if (QUERY_FLAG (target, FLAG_UNDEAD))
1160 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1161 if (random_roll (0, 2, op, PREFER_LOW))
1162 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1163 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1164 effect->x = op->x;
1119 effect->y=op->y; 1165 effect->y = op->y;
1120 } else { 1166 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1167 else
1122 query_name(target)); 1168 {
1169 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1170 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1171 effect->destroy ();
1125 return 0; 1172 return 0;
1173 }
1174 }
1126 } 1175 }
1127 } 1176 else
1128 } else { 1177 {
1129 /* how much woe to inflict :) */ 1178 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1179 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1180 }
1133 1181
1134 set_owner(effect,op); 1182 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1183 set_spell_skill (op, caster, spell, effect);
1136 1184
1137 /* ok, tell it where to be, and insert! */ 1185 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1186 effect->insert_at (target, op);
1139 effect->y=target->y; 1187
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1188 return 1;
1143} 1189}
1144 1190
1145 1191
1146/**************************************************************************** 1192/****************************************************************************
1147 * 1193 *
1149 * 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
1150 * code here is just to move the missile. 1196 * code here is just to move the missile.
1151 ****************************************************************************/ 1197 ****************************************************************************/
1152 1198
1153/* op is a missile that needs to be moved */ 1199/* op is a missile that needs to be moved */
1200void
1154void move_missile(object *op) { 1201move_missile (object *op)
1202{
1155 int i, mflags; 1203 int i, mflags;
1156 object *owner; 1204 object *owner;
1157 sint16 new_x, new_y; 1205 sint16 new_x, new_y;
1158 mapstruct *m; 1206 maptile *m;
1159 1207
1160 if (op->range-- <=0) { 1208 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1209 {
1210 op->destroy ();
1211 return;
1212 }
1165 1213
1166 owner = get_owner(op); 1214 owner = op->owner;
1167#if 0 1215#if 0
1168 /* 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
1169 * monster that are then killed would continue to survive 1217 * monster that are then killed would continue to survive
1170 */ 1218 */
1171 if (owner == NULL) { 1219 if (owner == NULL)
1172 remove_ob(op); 1220 {
1173 free_object(op); 1221 op->destroy ();
1174 return; 1222 return;
1175 } 1223 }
1176#endif 1224#endif
1177 1225
1178 new_x = op->x + DIRX(op); 1226 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1227 new_y = op->y + DIRY (op);
1180 1228
1181 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);
1182 1230
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 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))))
1185 tag_t tag = op->count; 1232 {
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1233 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1234 /* Basically, missile only hits one thing then goes away.
1188 * 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.
1189 */ 1236 */
1190 if ( ! was_destroyed (op, tag)) { 1237 if (!op->destroyed ())
1191 remove_ob (op); 1238 op->destroy ();
1192 free_object(op);
1193 }
1194 return;
1195 }
1196 1239
1197 remove_ob(op); 1240 return;
1241 }
1242
1243 op->remove ();
1244
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1246 {
1202 op->x = new_x; 1247 op->destroy ();
1203 op->y = new_y; 1248 return;
1204 op->map = m; 1249 }
1205 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);
1206 if(i > 0 && i != op->direction){ 1252 if (i > 0 && i != op->direction)
1253 {
1207 op->direction=i; 1254 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1255 SET_ANIMATION (op, op->direction);
1209 } 1256 }
1210 insert_ob_in_map(op,op->map,op,0); 1257
1258 m->insert (op, new_x, new_y, op);
1211} 1259}
1212 1260
1213/**************************************************************************** 1261/****************************************************************************
1214 * Destruction 1262 * Destruction
1215 ****************************************************************************/ 1263 ****************************************************************************/
1264
1216/* make_object_glow() - currently only makes living objects glow. 1265/* make_object_glow() - currently only makes living objects glow.
1217 * 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
1218 * object. if time is 0, the object glows permanently. To truely 1267 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1268 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1269 * give them the capability to have an inventory. b.t.
1221 */ 1270 */
1222 1271
1272int
1223int make_object_glow(object *op, int radius, int time) { 1273make_object_glow (object *op, int radius, int time)
1274{
1224 object *tmp; 1275 object *tmp;
1225 1276
1226 /* some things are unaffected... */ 1277 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1278 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1279 return 0;
1229 1280
1230 tmp=get_archetype(FORCE_NAME); 1281 tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1282 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1283 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1284 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1285 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1287 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1288
1238 tmp->x=op->x; 1289 tmp->x = op->x;
1239 tmp->y=op->y; 1290 tmp->y = op->y;
1240 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 */
1241 tmp=insert_ob_in_ob(tmp,op); 1293 tmp = insert_ob_in_ob (tmp, op);
1242 if (tmp->glow_radius > op->glow_radius) 1294 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1295 op->glow_radius = tmp->glow_radius;
1244 1296
1245 if(!tmp->env||op!=tmp->env) { 1297 if (!tmp->env || op != tmp->env)
1298 {
1246 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);
1247 op->name); 1300 return 0;
1248 return 0;
1249 } 1301 }
1250 return 1; 1302 return 1;
1251} 1303}
1252 1304
1253 1305int
1254
1255
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1306cast_destruction (object *op, object *caster, object *spell_ob)
1307{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1308 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1309 sint16 sx, sy;
1259 mapstruct *m; 1310 maptile *m;
1260 object *tmp; 1311 object *tmp;
1261 const char *skill; 1312 const char *skill;
1262 1313
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1314 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1315 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1316 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1317 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1318 friendly = 1;
1267 1319
1268 /* destruction doesn't use another spell object, so we need 1320 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1321 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1322 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through 1323 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1324 * the full share string/free_string route.
1273 */ 1325 */
1274 skill = op->skill; 1326 skill = op->skill;
1327 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1328 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1329 else if (caster->skill)
1330 op->skill = caster->skill;
1331 else
1277 else op->skill = NULL; 1332 op->skill = NULL;
1278 1333
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1334 op->change_skill (find_skill_by_name (op, op->skill));
1280 1335
1281 for(i= -range; i<range; i++) { 1336 for (i = -range; i < range; i++)
1337 {
1282 for(j=-range; j<range ; j++) { 1338 for (j = -range; j < range; j++)
1339 {
1283 m = op->map; 1340 m = op->map;
1284 sx = op->x + i; 1341 sx = op->x + i;
1285 sy = op->y + j; 1342 sy = op->y + j;
1343
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1344 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1345 if (mflags & P_OUT_OF_MAP)
1346 continue;
1347
1288 if (mflags & P_IS_ALIVE) { 1348 if (mflags & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1349 {
1350 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1351 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1352 break;
1292 if (tmp) {
1293 if (tmp->head) tmp=tmp->head;
1294 1353
1354 if (tmp)
1355 {
1356 if (tmp->head)
1357 tmp = tmp->head;
1358
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1359 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1360 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1361 {
1362 if (spell_ob->subtype == SP_DESTRUCTION)
1363 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1365 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1301 tmp->x = sx; 1367 }
1302 tmp->y = sy; 1368 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 insert_ob_in_map(tmp, m, op, 0); 1369 {
1304 }
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1370 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1371 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1310 effect->x = sx; 1372 }
1311 effect->y = sy; 1373 }
1312 insert_ob_in_map(effect, m, op, 0); 1374 }
1313 } 1375 }
1314 } 1376 }
1315 }
1316 }
1317 } 1377 }
1318 } 1378
1319 }
1320 op->skill = skill; 1379 op->skill = skill;
1321 return 1; 1380 return 1;
1322} 1381}
1323 1382
1324/*************************************************************************** 1383/***************************************************************************
1325 * 1384 *
1326 * CURSE 1385 * CURSE
1327 * 1386 *
1328 ***************************************************************************/ 1387 ***************************************************************************/
1329 1388
1389int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1390cast_curse (object *op, object *caster, object *spell_ob, int dir)
1391{
1331 object *god = find_god(determine_god(op)); 1392 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1393 object *tmp, *force;
1333 1394
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1395 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1396 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1397 {
1398 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1399 return 0;
1400 }
1341 1401
1342 /* If we've already got a force of this type, don't add a new one. */ 1402 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1403 for (force = tmp->inv; force != NULL; force = force->below)
1404 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 {
1345 if (force->name == spell_ob->name) { 1407 if (force->name == spell_ob->name)
1346 break; 1408 {
1347 } 1409 break;
1410 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1411 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1412 {
1350 "You can not cast %s while %s is in effect", 1413 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1351 spell_ob->name, force->name_pl); 1414 return 0;
1352 return 0; 1415 }
1416 }
1353 } 1417 }
1354 }
1355 }
1356 1418
1357 if(force==NULL) { 1419 if (force == NULL)
1420 {
1358 force=get_archetype(FORCE_NAME); 1421 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1422 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1423 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1424 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1425 else
1426 force->name = spell_ob->name;
1427
1428 force->name_pl = spell_ob->name;
1429
1430 }
1431 else
1432 {
1369 int duration; 1433 int duration;
1370 1434
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1435 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1436 if (duration > force->duration)
1437 {
1373 force->duration = duration; 1438 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1439 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1440 }
1441 else
1442 {
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1443 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1444 }
1378 return 1; 1445 return 1;
1379 } 1446 }
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1447 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1448 force->speed = 1.f;
1382 force->speed_left = -1.0; 1449 force->speed_left = -1.f;
1383 SET_FLAG(force, FLAG_APPLIED); 1450 SET_FLAG (force, FLAG_APPLIED);
1384 1451
1385 if(god) { 1452 if (god)
1453 {
1386 if (spell_ob->last_grace) 1454 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1455 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1456 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1457 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1458 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1391 "You are a victim of %s's curse!",god->name); 1459 }
1392 } else 1460 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1461 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1462
1395 1463
1396 if(tmp!=op && op->type==PLAYER) 1464 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1465 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1466
1399 force->stats.ac = spell_ob->stats.ac; 1467 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1468 force->stats.wc = spell_ob->stats.wc;
1401 1469
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1470 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1471 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1472 tmp->update_stats ();
1405 return 1; 1473 return 1;
1406 1474
1407} 1475}
1408
1409 1476
1410/********************************************************************** 1477/**********************************************************************
1411 * mood change 1478 * mood change
1412 * Arguably, this may or may not be an attack spell. But since it 1479 * Arguably, this may or may not be an attack spell. But since it
1413 * effects monsters, it seems best to put it into this file 1480 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/ 1481 ***********************************************************************/
1415 1482
1416/* This covers the various spells that change the moods of monsters - 1483/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1484 * makes them angry, peacful, friendly, etc.
1418 */ 1485 */
1486int
1419int mood_change(object *op, object *caster, object *spell) { 1487mood_change (object *op, object *caster, object *spell)
1488{
1420 object *tmp, *god, *head; 1489 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1490 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1491 sint16 x, y, nx, ny;
1423 mapstruct *m; 1492 maptile *m;
1424 const char *race; 1493 const char *race;
1425 1494
1426 /* We precompute some values here so that we don't have to keep 1495 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1496 * doing it over and over again.
1428 */ 1497 */
1429 god=find_god(determine_god(op)); 1498 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1499 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1500 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1501
1433 /* On the bright side, no monster should ever have a race of GOD_... 1502 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it 1503 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1504 * won't ever match anything.
1436 */ 1505 */
1437 if (!spell->race) race=NULL; 1506 if (!spell->race)
1507 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1508 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1509 race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1510 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1511 race = god->race;
1512 else
1440 else race = spell->race; 1513 race = spell->race;
1441
1442 1514
1443 for (x = op->x - range; x <= op->x + range; x++) 1515 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1516 for (y = op->y - range; y <= op->y + range; y++)
1445 1517 {
1446 done_one=0; 1518 done_one = 0;
1447 m = op->map; 1519 m = op->map;
1448 nx = x; 1520 nx = x;
1449 ny = y; 1521 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1523 if (mflags & P_OUT_OF_MAP)
1524 continue;
1452 1525
1453 /* If there is nothing living on this space, no need to go further */ 1526 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1527 if (!(mflags & P_IS_ALIVE))
1528 continue;
1455 1529
1530 // players can only affect spaces that they can actually see
1531 if (caster && caster->contr
1532 && caster->contr->visibility_at (m, nx, ny) < 70)
1533 continue;
1534
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1535 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1536 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1537 break;
1458 1538
1459 /* There can be living objects that are not monsters */ 1539 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1540 if (!tmp || tmp->type == PLAYER)
1541 continue;
1461 1542
1462 /* Only the head has meaningful data, so resolve to that */ 1543 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1544 if (tmp->head)
1464 else head=tmp; 1545 head = tmp->head;
1546 else
1547 head = tmp;
1465 1548
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1549 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1550 if (race && head->race && !strstr (race, head->race))
1551 continue;
1552
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1554 continue;
1469 1555
1470 /* Now do a bunch of stuff related to saving throws */ 1556 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1557 best_at = -1;
1472 if (spell->attacktype) { 1558 if (spell->attacktype)
1559 {
1473 for (at=0; at < NROFATTACKS; at++) 1560 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1561 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1562 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1563 best_at = at;
1476 1564
1477 if (best_at == -1) at=0; 1565 if (best_at == -1)
1566 at = 0;
1478 else { 1567 else
1568 {
1479 if (head->resist[best_at] == 100) continue; 1569 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1570 continue;
1481 } 1571 else
1572 at = head->resist[best_at] / 5;
1573 }
1482 at -= level / 5; 1574 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1575 if (did_make_save (head, head->level, at))
1484 } 1576 continue;
1577 }
1485 else /* spell->attacktype */ 1578 else /* spell->attacktype */
1579 {
1486 /* 1580 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1581 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1582 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1583 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1584
1491 The chance will then be in the range [20-70] percent, not too bad. 1585 The chance will then be in the range [20-70] percent, not too bad.
1492 1586
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1587 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1588 charm a level 125 monster...
1495 1589
1496 Ryo, august 14th 1590 Ryo, august 14th
1497 */ 1591 */
1498 {
1499 if ( head->level > level ) continue; 1592 if (head->level > level)
1593 continue;
1594
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1595 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1596 /* Failed, no effect */
1502 continue; 1597 continue;
1503 } 1598 }
1504 1599
1505 /* Done with saving throw. Now start effecting the monster */ 1600 /* Done with saving throw. Now start affecting the monster */
1506 1601
1507 /* aggravation */ 1602 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1603 if (QUERY_FLAG (spell, FLAG_MONSTER))
1604 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1605 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1606 remove_friendly_object (head);
1607 done_one = 1;
1608 head->enemy = op;
1609 }
1512 1610
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */ 1611 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1612 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1613 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1614 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1615 head->enemy = NULL;
1521 done_one = 1; 1616 done_one = 1;
1522 } 1617 }
1523 1618
1524 /* berserk monsters */ 1619 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1621 {
1526 SET_FLAG(head, FLAG_BERSERK); 1622 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1623 done_one = 1;
1528 } 1624 }
1625
1529 /* charm */ 1626 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1531 SET_FLAG(head, FLAG_FRIENDLY); 1628 {
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1629 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1630 Typical use case is charm, go somwhere, use aggravation to make hostile.
1534 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1631 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1632 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1633 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1634 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1635 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1636 head->attack_movement = PETMOVE;
1540 done_one = 1; 1637 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1638 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1639 head->stats.exp = 0;
1543 } 1640 }
1544 1641
1545 /* If a monster was effected, put an effect in */ 1642 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1643 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1644 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1548 tmp->x = nx; 1645 } /* for y */
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 }
1552 } /* for y */
1553 1646
1554 return 1; 1647 return 1;
1555} 1648}
1556 1649
1557 1650
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1651/* Move_ball_spell: This handles ball type spells that just sort of wander
1559 * about. was called move_ball_lightning, but since more than the ball 1652 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1653 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1654 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1655 * note that duration is handled by process_object() in time.c
1563 */ 1656 */
1564 1657
1658void
1565void move_ball_spell(object *op) { 1659move_ball_spell (object *op)
1660{
1566 int i,j,dam_save,dir, mflags; 1661 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1662 sint16 nx, ny, hx, hy;
1568 object *owner; 1663 object *owner;
1569 mapstruct *m; 1664 maptile *m;
1570 1665
1571 owner = get_owner(op); 1666 owner = op->owner;
1572 1667
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1668 /* the following logic makes sure that the ball doesn't move into a wall,
1574 * and makes sure that it will move along a wall to try and get at it's 1669 * and makes sure that it will move along a wall to try and get at it's
1575 * victim. The block immediately below more or less chooses a random 1670 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1671 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1672 * deviations.
1578 */ 1673 */
1579 1674
1580 dir = 0; 1675 dir = 0;
1581 if(!(rndm(0, 3))) 1676 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1677 j = rndm (0, 1);
1583 else j=0; 1678 else
1679 j = 0;
1584 1680
1585 for(i = 1; i < 9; i++) { 1681 for (i = 1; i < 9; i++)
1682 {
1586 /* i bit 0: alters sign of offset 1683 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1684 * other bits (i / 2): absolute value of offset
1588 */ 1685 */
1589 1686
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1687 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1688 int tmpdir = absdir (op->direction + offset);
1592 1689
1593 nx = op->x + freearr_x[tmpdir]; 1690 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1691 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1692 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1693 {
1597 dir = tmpdir; 1694 dir = tmpdir;
1598 break; 1695 break;
1599 } 1696 }
1600 } 1697 }
1601 if (dir == 0) { 1698 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1699 {
1700 nx = op->x;
1701 ny = op->y;
1702 m = op->map;
1703 }
1606 1704
1607 remove_ob(op); 1705 m->insert (op, nx, ny, op);
1608 op->y=ny; 1706
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1707 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1708 surrounding squares */
1614 1709
1615 /* loop over current square and neighbors to hit. 1710 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1711 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1712 * the surround spaces.
1618 */ 1713 */
1619 for(j=0;j<9;j++) { 1714 for (j = 0; j < 9; j++)
1620 object *new_ob; 1715 {
1621
1622 hx = nx+freearr_x[j]; 1716 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1717 hy = ny + freearr_y[j];
1624 1718
1625 m = op->map; 1719 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1720 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1721
1628 if (mflags & P_OUT_OF_MAP) continue; 1722 if (mflags & P_OUT_OF_MAP)
1723 continue;
1629 1724
1630 /* first, don't ever, ever hit the owner. Don't hit out 1725 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1726 * of the map either.
1632 */ 1727 */
1633 1728
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1729 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1635 if(j) op->stats.dam = dam_save/2; 1730 {
1731 if (j)
1732 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1733 hit_map (op, j, op->attacktype, 1);
1637 1734
1638 } 1735 }
1639 1736
1640 /* insert the other arch */ 1737 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1738 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1642 new_ob = arch_to_object(op->other_arch); 1739 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 } 1740 }
1648 1741
1649 /* restore to the center location and damage*/ 1742 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1743 op->stats.dam = dam_save;
1651 1744
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1745 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1653 1746
1654 if(i>=0) { /* we have a preferred direction! */ 1747 if (i >= 0)
1748 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1749 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1750 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1751 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1752 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1753
1660 op->direction=i; 1754 op->direction = i;
1661 } 1755 }
1662} 1756}
1663 1757
1664 1758
1665/* move_swarm_spell: peterm 1759/* move_swarm_spell: peterm
1668 * is a special type of object that casts swarms of other types 1762 * is a special type of object that casts swarms of other types
1669 * of spells. Which spell it casts is flexible. It fires the spells 1763 * of spells. Which spell it casts is flexible. It fires the spells
1670 * from a set of squares surrounding the caster, in a given direction. 1764 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1765 */
1672 1766
1767void
1673void move_swarm_spell(object *op) 1768move_swarm_spell (object *op)
1674{ 1769{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1770#if 0
1697 // this is bogus: it causes wrong places to be checked below 1771 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1698 // (a wall 2 cells away will block the effect...) and 1772 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1773 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1774 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1775 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1776#endif
1777 int basedir;
1778 object *owner;
1744 1779
1780 owner = op->owner;
1781 if (op->duration == 0 || owner == NULL)
1782 {
1783 op->destroy ();
1784 return;
1785 }
1786
1787 op->duration--;
1788
1789 basedir = op->direction;
1790 if (basedir == 0)
1791 {
1792 /* spray in all directions! 8) */
1793 basedir = rndm (1, 8);
1794 }
1795
1796#if 0
1797 // this is bogus: it causes wrong places to be checked below
1798 // (a wall 2 cells away will block the effect...) and
1799 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1800 // space.
1801 // should be fixed later, but correctness before features...
1802 // (schmorp)
1803
1804 /* new offset calculation to make swarm element distribution
1805 * more uniform
1806 */
1807 if (op->duration)
1808 {
1809 if (basedir & 1)
1810 {
1811 adjustdir = cardinal_adjust[rndm (0, 8)];
1812 }
1813 else
1814 {
1815 adjustdir = diagonal_adjust[rndm (0, 9)];
1816 }
1817 }
1818 else
1819 {
1820 adjustdir = 0; /* fire the last one from forward. */
1821 }
1822
1823 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1824 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1825
1826 /* back up one space so we can hit point-blank targets, but this
1827 * necessitates extra out_of_map check below
1828 */
1829 origin_x = target_x - freearr_x[basedir];
1830 origin_y = target_y - freearr_y[basedir];
1831
1832
1745 /* spell pointer is set up for the spell this casts. Since this 1833 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1834 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1835 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1836 * do some sanity checking anyways.
1749 */ 1837 */
1838
1839 if (op->spell && op->spell->type == SPELL &&
1840 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1841 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1842 {
1843
1844 /* Bullet spells have a bunch more customization that needs to be done */
1845 if (op->spell->subtype == SP_BULLET)
1846 fire_bullet (owner, op, basedir, op->spell);
1847 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1848 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1849 }
1850#endif
1851
1852 /* spell pointer is set up for the spell this casts. Since this
1853 * should just be a pointer to the spell in some inventory,
1854 * it is unlikely to disappear by the time we need it. However,
1855 * do some sanity checking anyways.
1856 */
1857
1751 if (op->spell && op->spell->type == SPELL) 1858 if (op->spell && op->spell->type == SPELL)
1752 { 1859 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1860 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1861 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1862 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1863 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1864 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1758 } 1865 }
1759} 1866}
1760 1867
1761 1868
1762 1869
1763 1870
1771 * dir: the direction everything will be fired in 1878 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1879 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1880 * n: the number to be fired.
1774 */ 1881 */
1775 1882
1883int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1884fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1885{
1778 object *tmp; 1886 object *tmp;
1779 int i; 1887 int i;
1780 1888
1781 if (!spell->other_arch) return 0; 1889 if (!spell->other_arch)
1890 return 0;
1782 1891
1783 tmp=get_archetype(SWARM_SPELL); 1892 tmp = get_archetype (SWARM_SPELL);
1784 tmp->x=op->x;
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1787 set_spell_skill(op, caster, spell, tmp); 1894 set_spell_skill (op, caster, spell, tmp);
1788 1895
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1896 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1897 tmp->spell = arch_to_object (spell->other_arch);
1791 1898
1792 tmp->attacktype = tmp->spell->attacktype; 1899 tmp->attacktype = tmp->spell->attacktype;
1793 1900
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1902 if (!tailor_god_spell (tmp, op))
1796 return 1; 1903 return 1;
1797 } 1904
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1905 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1906 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1908
1802 tmp->direction=dir; 1909 tmp->direction = dir;
1803 tmp->invisible=1; 1910 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 1911
1912 tmp->insert_at (op, op);
1805 return 1; 1913 return 1;
1806} 1914}
1807 1915
1808 1916
1809/* See the spells documentation file for why this is its own 1917/* See the spells documentation file for why this is its own
1810 * function. 1918 * function.
1811 */ 1919 */
1920int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1921cast_light (object *op, object *caster, object *spell, int dir)
1922{
1813 object *target=NULL,*tmp=NULL; 1923 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1924 sint16 x, y;
1815 int dam, mflags; 1925 int dam, mflags;
1816 mapstruct *m; 1926 maptile *m;
1817 1927
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1928 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1929
1820 if(!dir) { 1930 if (!dir)
1931 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1932 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 1933 return 0;
1823 } 1934 }
1824 1935
1825 x=op->x+freearr_x[dir]; 1936 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1937 y = op->y + freearr_y[dir];
1827 m = op->map; 1938 m = op->map;
1828 1939
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1940 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1941
1831 if (mflags & P_OUT_OF_MAP) { 1942 if (mflags & P_OUT_OF_MAP)
1943 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1944 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1945 return 0;
1834 } 1946 }
1835 1947
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1948 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 1949 {
1950 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1951 if (QUERY_FLAG (target, FLAG_MONSTER))
1952 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1953 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1954 if (target->head)
1955 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1956 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1957 return 1; /* one success only! */
1958 }
1843 } 1959 }
1844 }
1845 1960
1846 /* no live target, perhaps a wall is in the way? */ 1961 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1962 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1963 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1964 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1965 return 0;
1850 } 1966 }
1851 1967
1852 /* ok, looks groovy to just insert a new light on the map */ 1968 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 1969 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 1970 if (!tmp)
1971 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1972 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1973 return 0;
1857 } 1974 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1975 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 1976 if (tmp->glow_radius)
1977 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1978 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1979 if (tmp->glow_radius > MAX_LIGHT_RADII)
1980 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 1981 }
1863 tmp->x=x; 1982
1864 tmp->y=y; 1983 m->insert (tmp, x, y, op);
1865 insert_ob_in_map(tmp,m,op,0);
1866 return 1; 1984 return 1;
1867} 1985}
1868 1986
1869 1987
1870 1988
1871 1989
1874 * op is the player/monster, caster is the object, dir is the direction 1992 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number 1993 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 1994 * perhaps this should actually be in disease.c?
1877 */ 1995 */
1878 1996
1997int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1998cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{
1880 sint16 x,y; 2000 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 2001 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 2002 object *walk;
1883 mapstruct *m; 2003 maptile *m;
1884 2004
1885 x = op->x; 2005 x = op->x;
1886 y = op->y; 2006 y = op->y;
1887 2007
1888 /* If casting from a scroll, no direction will be available, so refer to the 2008 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 2009 * direction the player is pointing.
1890 */ 2010 */
2011 if (!dir)
1891 if (!dir) dir=op->facing; 2012 dir = op->facing;
2013 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2014 return 0; /* won't find anything if casting on ourself, so just return */
1893 2015
1894 /* Calculate these once here */ 2016 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 2017 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 2018 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 2019 dur_mod = SP_level_duration_adjust (caster, spell);
1898 2020
1899 /* search in a line for a victim */ 2021 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 2022 for (i = 1; i < range; i++)
2023 {
1901 x = op->x + i * freearr_x[dir]; 2024 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2025 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2026 m = op->map;
1904 2027
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2028 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2029
1907 if (mflags & P_OUT_OF_MAP) return 0; 2030 if (mflags & P_OUT_OF_MAP)
2031 return 0;
1908 2032
1909 /* don't go through walls - presume diseases are airborne */ 2033 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2034 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2035 return 0;
1911 2036
1912 /* Only bother looking on this space if there is something living here */ 2037 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 2038 if (mflags & P_IS_ALIVE)
2039 {
1914 /* search this square for a victim */ 2040 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2041 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2042 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2043 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 2044 object *disease = arch_to_object (spell->other_arch);
1918 2045
1919 set_owner(disease,op); 2046 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 2047 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2048 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2049 disease->level = caster_level (caster, spell);
1923 2050
1924 /* do level adjustments */ 2051 /* do level adjustments */
1925 if(disease->stats.wc) 2052 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2053 disease->stats.wc += dur_mod / 2;
1927 2054
1928 if(disease->magic> 0) 2055 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2056 disease->magic += dur_mod / 4;
1930 2057
1931 if(disease->stats.maxhp>0) 2058 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2059 disease->stats.maxhp += dur_mod;
1933 2060
1934 if(disease->stats.maxgrace>0) 2061 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2062 disease->stats.maxgrace += dur_mod;
1936 2063
1937 if(disease->stats.dam) { 2064 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2065 {
1939 disease->stats.dam += dam_mod; 2066 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2067 disease->stats.dam += dam_mod;
1941 } 2068 else
2069 disease->stats.dam -= dam_mod;
2070 }
1942 2071
1943 if(disease->last_sp) { 2072 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2073 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2074 disease->last_sp -= 2 * dam_mod;
1946 } 2075 if (disease->last_sp < 1)
2076 disease->last_sp = 1;
2077 }
1947 2078
1948 if(disease->stats.maxsp) { 2079 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2080 {
1950 disease->stats.maxsp += dam_mod; 2081 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2082 disease->stats.maxsp += dam_mod;
1952 } 2083 else
1953 2084 disease->stats.maxsp -= dam_mod;
2085 }
2086
1954 if(disease->stats.ac) 2087 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2088 disease->stats.ac += dam_mod;
1956 2089
1957 if(disease->last_eat) 2090 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2091 disease->last_eat -= dam_mod;
1959 2092
1960 if(disease->stats.hp) 2093 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2094 disease->stats.hp -= dam_mod;
1962 2095
1963 if(disease->stats.sp) 2096 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2097 disease->stats.sp -= dam_mod;
1965 2098
1966 if(infect_object(walk,disease,1)) { 2099 if (infect_object (walk, disease, 1))
1967 object *flash; /* visual effect for inflicting disease */ 2100 {
1968
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2102
1971 free_object(disease); /* don't need this one anymore */ 2103 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
1973 flash->x = x; 2105 return 1;
1974 flash->y = y; 2106 }
1975 flash->map = walk->map; 2107
1976 insert_ob_in_map(flash,walk->map,op,0); 2108 disease->destroy ();
1977 return 1; 2109 }
1978 } 2110 } /* if living creature */
1979 free_object(disease); 2111 } /* for range of spaces */
1980 } 2112
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2113 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2114 return 1;
1985} 2115}

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