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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.6 by root, Tue Aug 29 08:01:38 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 1.6 2006/08/29 08:01:38 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42
43void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
45{
51 object *tmp, *tmp2; /* object on the map */ 46 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 47 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 49
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 50 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 52 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 53 return;
58 }else{ 54 }
55 else
56 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 57 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 59 }
62 60
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 62 {
65 int num_sections = 1; 63 int num_sections = 1;
66 64
67 /* don't move DM */ 65 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 67 return;
70 68
71 /* don't move parts of objects */ 69 /* don't move parts of objects */
72 if(tmp->head) continue; 70 if (tmp->head)
71 continue;
73 72
74 /* don't move floors or immobile objects */ 73 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue;
76 76
77 /* count the object's sections */ 77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
79 num_sections++;
79 80
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 81 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 82 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 83 * object, not just the head, so the total weight should be relevant.
83 */ 84 */
84 85
85 /* surface area? -tm */ 86 /* surface area? -tm */
86 87
87 if (tmp->move_type & MOVE_FLYING) 88 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 89 frictionmod = 1; /* flying objects loose the friction modifier */
89 90
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */
91 /* move_object is really for monsters, but looking at 93 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 94 * the move_object function, it appears that it should
93 * also be safe for objects. 95 * also be safe for objects.
94 * This does return if successful or not, but 96 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 97 * I don't see us doing anything useful with that information
96 * right now. 98 * right now.
97 */ 99 */
98 move_object(tmp, absdir(op->stats.sp)); 100 move_object (tmp, absdir (op->stats.sp));
99 } 101 }
100 102
101 } 103 }
102} 104}
103 105
109 111
110/* Causes op to fork. op is the original bolt, tmp 112/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 113 * is the first piece of the fork.
112 */ 114 */
113 115
116void
114void forklightning(object *op, object *tmp) { 117forklightning (object *op, object *tmp)
118{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 120 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 121 maptile *m;
118 sint16 sx,sy; 122 sint16 sx, sy;
119 object *new_bolt; 123 object *new_bolt;
120 124
121 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 127 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 128 * down to 0 for one going 90 degrees left off original path
125 */ 129 */
126 130
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 131 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 132 new_dir = -1;
129 133
130 /* check the new dir for a wall and in the map*/ 134 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 135 t_dir = absdir (tmp->direction + new_dir);
132 136
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 137 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 138 return;
136 139
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 141 return;
139 142
140 /* OK, we made a fork */ 143 /* OK, we made a fork */
141 new_bolt = get_object(); 144 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 145
144 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
150 new_bolt->duration++; 152 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 156 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 158 update_turn_face (new_bolt);
159} 159}
160 160
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
163 */ 163 */
164 164
165void
165void move_bolt(object *op) { 166move_bolt (object *op)
166 object *tmp; 167{
167 int mflags; 168 int mflags;
168 sint16 x, y; 169 sint16 x, y;
169 mapstruct *m; 170 maptile *m;
170 171
171 if(--(op->duration)<0) { 172 if (--op->duration < 0)
172 remove_ob(op); 173 {
173 free_object(op); 174 op->destroy ();
175 return;
176 }
177
178 hit_map (op, 0, op->attacktype, 1);
179
180 if (!op->direction)
181 return;
182
183 if (--op->range < 0)
184 op->range = 0;
185 else
186 {
187 x = op->x + DIRX (op);
188 y = op->y + DIRY (op);
189 m = op->map;
190 mflags = get_map_flags (m, &m, x, y, &x, &y);
191
192 if (mflags & P_OUT_OF_MAP)
174 return; 193 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 194
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 195 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 196 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 197 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 198 * will be useful.
195 */ 199 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 201 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 203 return;
201 204
202 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 207 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 208 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 209 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 210 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 211 * to the southwest.
209 */ 212 */
210 if(op->direction&1) 213 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 214 op->direction = absdir (op->direction + 4);
212 else { 215 else
216 {
213 int left, right; 217 int left, right;
214 int mflags; 218 int mflags;
215 219
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 220 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 221 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 222 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 223 * op->direction-1 or op->direction+1 does not exist.
220 */ 224 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 227
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 229
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 231 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 232 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 233
230 if(left==right) 234 if (left == right)
231 op->direction=absdir(op->direction+4); 235 op->direction = absdir (op->direction + 4);
232 else if(left) 236 else if (left)
233 op->direction=absdir(op->direction+2); 237 op->direction = absdir (op->direction + 2);
234 else if(right) 238 else if (right)
235 op->direction=absdir(op->direction-2); 239 op->direction = absdir (op->direction - 2);
236 } 240 }
241
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 243 return;
239 } 244 }
245 else
240 else { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 247 object *tmp = op->clone ();
242 copy_object(op,tmp); 248
249 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 250 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 252 tmp->duration++;
248 253
249 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 255 * going off in other directions.
251 */ 256 */
252 257 if (rndm (0, 99) < tmp->stats.Dex)
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 259 forklightning (op, tmp);
255 } 260 }
261
256 /* In this way, the object left behind sticks on the space, but 262 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
258 */ 264 */
259 op->range = 0; 265 op->range = 0;
260 } /* copy object and move it along */ 266 } /* copy object and move it along */
261 } /* if move bolt along */ 267 } /* if move bolt along */
262} 268}
263 269
264/* fire_bolt 270/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 271 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 272 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 274 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
270 * pointers. 276 * pointers.
271 */ 277 */
272 278int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
280{
274 object *tmp=NULL; 281 object *tmp = NULL;
275 int mflags; 282 int mflags;
276 283
277 if (!spob->other_arch) 284 if (!spob->other_arch)
278 return 0; 285 return 0;
279 286
280 tmp=arch_to_object(spob->other_arch); 287 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 288 if (tmp == NULL)
282 return 0; 289 return 0;
283 290
284 /* peterm: level dependency for bolts */ 291 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 293 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 294 if (spob->slaying)
295 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 296 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 298 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 299 tmp->stats.Con = spob->stats.Con;
292 300
293 tmp->direction=dir; 301 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 303 SET_ANIMATION (tmp, dir);
296 304
297 set_owner(tmp,op); 305 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
299 307
300 tmp->x=op->x + DIRX(tmp); 308 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 309 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 310 tmp->map = op->map;
303 311
312 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 314 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 315 {
316 tmp->destroy ();
307 return 0; 317 return 0;
308 } 318 }
319
320 tmp->map = newmap;
321
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 325 {
326 tmp->destroy ();
312 return 0; 327 return 0;
313 } 328 }
329
314 tmp->x=op->x; 330 tmp->x = op->x;
315 tmp->y=op->y; 331 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 332 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 333 tmp->map = op->map;
318 } 334 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 337 move_bolt (tmp);
338
321 return 1; 339 return 1;
322} 340}
323 341
324 342
325 343
326/*************************************************************************** 344/***************************************************************************
331 349
332/* expands an explosion. op is a piece of the 350/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 351 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 352 * At least that is what I think this does.
335 */ 353 */
354void
336void explosion(object *op) { 355explosion (object *op)
337 object *tmp; 356{
338 mapstruct *m=op->map; 357 maptile *m = op->map;
339 int i; 358 int i;
340 359
341 if(--(op->duration)<0) { 360 if (--op->duration < 0)
342 remove_ob(op); 361 {
343 free_object(op); 362 op->destroy ();
344 return; 363 return;
345 } 364 }
365
346 hit_map(op,0,op->attacktype,0); 366 hit_map (op, 0, op->attacktype, 0);
347 367
348 if(op->range>0) { 368 if (op->range > 0)
369 {
349 for(i=1;i<9;i++) { 370 for (i = 1; i < 9; i++)
371 {
350 sint16 dx,dy; 372 sint16 dx, dy;
351 373
352 dx=op->x+freearr_x[i]; 374 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
354 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 378 * out of map, etc.
356 */ 379 */
357 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))
358 tmp=get_object(); 381 {
359 copy_object(op,tmp); 382 object *tmp = op->clone ();
383
360 tmp->state=0; 384 tmp->state = 0;
361 tmp->speed_left= -0.21; 385 tmp->speed_left = -0.21f;
362 tmp->range--; 386 tmp->range--;
363 tmp->value=0; 387 tmp->value = 0;
364 tmp->x=dx; 388
365 tmp->y=dy; 389 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 390 }
368 } 391 }
369 } 392 }
370} 393}
371 394
372 395
373/* Causes an object to explode, eg, a firebullet, 396/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 397 * poison cloud ball, etc. op is the object to
375 * explode. 398 * explode.
376 */ 399 */
400void
377void explode_bullet(object *op) 401explode_bullet (object *op)
378{ 402{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 403 object *tmp, *owner;
381 404
382 if (op->other_arch == NULL) { 405 if (op->other_arch == NULL)
406 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 408 op->destroy ();
385 free_object (op); 409 return;
410 }
411
412 if (op->env)
413 {
414 object *env = object_get_env_recursive (op);
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
416 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy ();
419 return;
420 }
421
422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
423 }
424 else if (out_of_map (op->map, op->x, op->y))
425 {
426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
427 op->destroy ();
428 return;
429 }
430
431 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
432 // NOTE: If this breaks something important: remove this. I can't think of anything
433 // bad at the moment that might happen from this.
434 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
435 {
436 op->destroy ();
437 return;
438 }
439
440 if (op->attacktype)
441 {
442 hit_map (op, 0, op->attacktype, 1);
443 if (op->destroyed ())
386 return; 444 return;
387 } 445 }
388 446
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 447 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 448 tmp = arch_to_object (op->other_arch);
428 449
429 copy_owner (tmp, op); 450 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 451 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 452
433 owner = get_owner(op); 453 owner = op->owner;
454
434 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))
435 !tailor_god_spell(tmp, owner)) { 456 {
436 remove_ob (op); 457 op->destroy ();
437 free_object (op);
438 return; 458 return;
439 } 459 }
440 tmp->x = op->x;
441 tmp->y = op->y;
442 460
443 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
445 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 465 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 467 tmp->duration = op->duration;
449 } else { 468 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
451 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
455 /* 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 -
456 * the count of the parent should work fine. 479 * the count of the parent should work fine.
457 */ 480 */
458 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
459 } 482 }
460 483
461 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
464 487
465 /* Prevent recursion */ 488 /* Prevent recursion */
466 op->move_on = 0; 489 op->move_on = 0;
467 490
468 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
469 /* remove the firebullet */ 492 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 494}
475
476
477 495
478/* 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
479 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
480 */ 498 */
481 499void
482void check_bullet(object *op) 500check_bullet (object *op)
483{ 501{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 502 object *tmp;
486 int dam, mflags; 503 int dam, mflags;
487 mapstruct *m; 504 maptile *m;
488 sint16 sx, sy; 505 sint16 sx, sy;
489 506
490 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);
491 508
492 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)))
493 return; 510 return;
494 511
495 if (op->other_arch) { 512 if (op->other_arch)
513 {
496 /* explode object will also remove op */ 514 /* explode object will also remove op */
497 explode_bullet (op); 515 explode_bullet (op);
498 return; 516 return;
499 } 517 }
500 518
501 /* 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 */
502 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
503 522
504 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)
505 { 524 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 526 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 529 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 530 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 531 {
514 free_object(op); 532 op->destroy ();
515 return; 533 return;
516 } 534 }
517 } 535 }
518 } 536 }
519 } 537 }
520} 538}
521
522 539
523/* Basically, we move 'op' one square, and if it hits something, 540/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 541 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 542 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 543 * fired arches (eg, bolts).
527 */ 544 */
528 545void
529void move_bullet(object *op) 546move_bullet (object *op)
530{ 547{
531 sint16 new_x, new_y; 548 sint16 new_x, new_y;
532 int mflags; 549 int mflags;
533 mapstruct *m; 550 maptile *m;
534 551
535#if 0 552#if 0
536 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
537 554
538 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
541 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
543 return; 561 return;
544 } /* end addition. */ 562 } /* end addition. */
545#endif 563#endif
546 564
547 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
549 if (op->other_arch) { 568 if (op->other_arch)
550 explode_bullet (op); 569 explode_bullet (op);
551 } else { 570 else
552 remove_ob (op); 571 op->destroy ();
553 free_object (op); 572
554 }
555 return; 573 return;
556 } 574 }
557 575
558 new_x = op->x + DIRX(op); 576 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 577 new_y = op->y + DIRY (op);
560 m = op->map; 578 m = op->map;
561 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);
562 580
563 if (mflags & P_OUT_OF_MAP) { 581 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 582 {
565 free_object (op); 583 op->destroy ();
566 return; 584 return;
567 } 585 }
568 586
569 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 {
570 if (op->other_arch) { 589 if (op->other_arch)
571 explode_bullet (op); 590 explode_bullet (op);
572 } else { 591 else
573 remove_ob (op); 592 op->destroy ();
574 free_object (op); 593
575 }
576 return; 594 return;
577 } 595 }
578 596
579 remove_ob (op); 597 if (!(op = m->insert (op, new_x, new_y, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 598 return;
584 599
585 if (reflwall (op->map, op->x, op->y, op)) { 600 if (reflwall (op->map, op->x, op->y, op))
601 {
586 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 603 update_turn_face (op);
588 } else { 604 }
605 else
589 check_bullet (op); 606 check_bullet (op);
590 }
591} 607}
592
593
594
595 608
596/* fire_bullet 609/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 613 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 614 * This function sets up the appropriate owner and skill
602 * pointers. 615 * pointers.
603 */ 616 */
604 617
618int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
606 object *tmp=NULL; 621 object *tmp = NULL;
607 int mflags; 622 int mflags;
608 623
609 if (!spob->other_arch) 624 if (!spob->other_arch)
610 return 0; 625 return 0;
611 626
612 tmp=arch_to_object(spob->other_arch); 627 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 628 if (tmp == NULL)
614 return 0; 629 return 0;
615 630
616 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
617 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);
618 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
620 636
621 tmp->range = 50; 637 tmp->range = 50;
622 638
623 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 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);
627 643
628 tmp->direction=dir; 644 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
631 647
632 set_owner(tmp,op); 648 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
634 650
635 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 653 tmp->map = op->map;
638 654
655 maptile *newmap;
639 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);
640 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp); 658 {
659 tmp->destroy ();
642 return 0; 660 return 0;
643 } 661 }
662
663 tmp->map = newmap;
664
644 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 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 668 {
669 tmp->destroy ();
647 return 0; 670 return 0;
648 } 671 }
672
649 tmp->x=op->x; 673 tmp->x = op->x;
650 tmp->y=op->y; 674 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 675 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 676 tmp->map = op->map;
653 } 677 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 678
679 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 680 check_bullet (tmp);
656 } 681
657 return 1; 682 return 1;
658} 683}
659
660
661
662 684
663/***************************************************************************** 685/*****************************************************************************
664 * 686 *
665 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
666 * 688 *
667 *****************************************************************************/ 689 *****************************************************************************/
668 690
669
670/* 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
671void cone_drop(object *op) { 693cone_drop (object *op)
694{
672 object *new_ob = arch_to_object(op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
673 696
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 697 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 698 new_ob->set_owner (op->owner);
678 699
679 /* preserve skill ownership */ 700 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 701 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill);
682 new_ob->skill = add_refcount(op->skill); 702 new_ob->skill = op->skill;
683 } 703
684 insert_ob_in_map(new_ob,op->map,op,0); 704 new_ob->insert_at (op, op);
685
686} 705}
687 706
688/* 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 */
689 708
709void
690void move_cone(object *op) { 710move_cone (object *op)
711{
691 int i; 712 int i;
692 tag_t tag;
693 713
694 /* 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 */
695 if (! op->map) { 715 if (!op->map)
716 {
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
697 op->name ? op->name : "unknown");
698 op->speed = 0; 718 op->set_speed (0);
699 update_ob_speed (op);
700 return; 719 return;
701 } 720 }
702 721
703 /* lava saves it's life, but not yours :) */ 722 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 723 if (QUERY_FLAG (op, FLAG_LIFESAVE))
724 {
705 hit_map(op,0,op->attacktype,0); 725 hit_map (op, 0, op->attacktype, 0);
706 return; 726 return;
707 } 727 }
708 728
709#if 0 729#if 0
710 /* Disable this - enabling it makes monsters easier, as 730 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 731 * when their cone dies when they die.
712 */ 732 */
713 /* If no owner left, the spell dies out. */ 733 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 734 if (op->owner == NULL)
715 remove_ob(op); 735 {
716 free_object(op); 736 op->destroy ();
717 return; 737 return;
718 } 738 }
719#endif 739#endif
720 740
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 741 hit_map (op, 0, op->attacktype, 0);
723 742
724 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
726 * degree. 745 * degree.
727 */ 746 */
747 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 748 check_spell_knockback (op);
729 749
730 if (was_destroyed (op, tag)) 750 if (op->destroyed ())
751 return;
752
753 if ((op->duration--) < 0)
754 {
755 op->destroy ();
731 return; 756 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 757 }
738 /* Object has hit maximum range, so don't have it move 758 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 759 * any further. When the duration above expires,
740 * then the object will get removed. 760 * then the object will get removed.
741 */ 761 */
742 if (--op->range < 0) { 762 if (--op->range < 0)
763 {
743 op->range=0; /* just so it doesn't wrap */ 764 op->range = 0; /* just so it doesn't wrap */
744 return; 765 return;
745 } 766 }
746 767
747 for(i= -1;i<2;i++) { 768 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 769 {
749 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)];
750 771
751 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))
752 object *tmp=get_object(); 773 {
753 copy_object(op, tmp); 774 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 775
757 tmp->duration = op->duration + 1; 776 tmp->duration = op->duration + 1;
758 777
759 /* Use for spell tracking - see ok_to_put_more() */ 778 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 779 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 780
781 op->map->insert (tmp, x, y, op);
782
762 if (tmp->other_arch) cone_drop(tmp); 783 if (tmp->other_arch)
784 cone_drop (tmp);
763 } 785 }
764 } 786 }
765} 787}
766 788
767/* cast_cone: casts a cone spell. 789/* cast_cone: casts a cone spell.
770 * dir: direction to fire in. 792 * dir: direction to fire in.
771 * 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
772 * to fire. 794 * to fire.
773 * returns 0 on failure, 1 on success. 795 * returns 0 on failure, 1 on success.
774 */ 796 */
797int
775int cast_cone(object *op, object *caster,int dir, object *spell) 798cast_cone (object *op, object *caster, int dir, object *spell)
776{ 799{
777 object *tmp; 800 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 801 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 802 maptile *m;
780 sint16 sx, sy; 803 sint16 sx, sy;
781 MoveType movetype; 804 MoveType movetype;
782 805
783 if (!spell->other_arch) return 0; 806 if (!spell->other_arch)
807 return 0;
784 808
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 809 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
786 op->attacktype & AT_TURN_UNDEAD) { 810 {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
789 return 0; 812 return 0;
790 } 813 }
791 814
792 if(!dir) { 815 if (!dir)
816 {
793 range_min= 0; 817 range_min = 0;
794 range_max=8; 818 range_max = 8;
795 } 819 }
796 820
797 /* 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
798 * 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
799 * insert it into is blocked. 823 * insert it into is blocked.
800 */ 824 */
801 movetype = spell->other_arch->clone.move_type; 825 movetype = spell->other_arch->clone.move_type;
802 826
803 for(i=range_min;i<=range_max;i++) { 827 for (i = range_min; i <= range_max; i++)
828 {
804 sint16 x,y, d; 829 sint16 x, y, d;
805 830
806 /* We can't use absdir here, because it never returns 831 /* We can't use absdir here, because it never returns
807 * 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
808 * 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
809 * to hit that person. 834 * to hit that person.
810 */ 835 */
811 d = dir + i; 836 d = dir + i;
812 while (d < 0) d+=8; 837 while (d < 0)
838 d += 8;
813 while (d > 8) d-=8; 839 while (d > 8)
840 d -= 8;
814 841
815 /* 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.
816 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 846 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 847 * for the rune code.
821 */ 848 */
822 if (caster->type != RUNE && d==0) { 849 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8;
824 else continue;
825 } 850 {
826 851 if (dir != 0)
827 x = op->x+freearr_x[d]; 852 d = 8;
828 y = op->y+freearr_y[d]; 853 else
829
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 854 continue;
855 }
832 856
857 x = op->x + freearr_x[d];
858 y = op->y + freearr_y[d];
859
860 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
861 continue;
862
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 864 continue;
835 865
836 success=1; 866 success = 1;
837 tmp=arch_to_object(spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 868 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 870 tmp->level = caster_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 871 tmp->attacktype = spell->attacktype;
844 872
845 /* holy word stuff */ 873 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 875 if (!tailor_god_spell (tmp, op))
848 } 876 return 0;
849 877
850 if(dir) 878 if (dir)
851 tmp->stats.sp=dir; 879 tmp->stats.sp = dir;
852 else 880 else
853 tmp->stats.sp=i; 881 tmp->stats.sp = i;
854 882
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 883 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 884
857 /* 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 */
858 if (dir == 0) { 886 if (dir == 0)
887 {
859 tmp->range /= 4; 888 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 889 if (tmp->range < 2 && spell->range >= 2)
890 tmp->range = 2;
861 } 891 }
892
862 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);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 894 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 895
865 /* Special bonus for fear attacks */ 896 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 897 if (tmp->attacktype & AT_FEAR)
898 {
899 if (caster->type == PLAYER)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 900 tmp->duration += fear_bonus[caster->stats.Cha];
868 else 901 else
869 tmp->duration += caster->level/3; 902 tmp->duration += caster->level / 3;
870 } 903 }
904
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 905 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
906 {
907 if (caster->type == PLAYER)
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 908 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
873 else 909 else
874 tmp->duration += caster->level/3; 910 tmp->duration += caster->level / 3;
875 } 911 }
876 912
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
879 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);
880 spell->other_arch->name);
881 915
882 if (!tmp->move_on && tmp->stats.dam) { 916 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 918
919 m->insert (tmp, sx, sy, op);
920
889 /* 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
890 * a single space too many times. 922 * a single space too many times.
891 */ 923 */
892 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
893 925
894 if(tmp->other_arch) cone_drop(tmp); 926 if (tmp->other_arch)
927 cone_drop (tmp);
895 } 928 }
929
896 return success; 930 return success;
897} 931}
898 932
899/**************************************************************************** 933/****************************************************************************
900 * 934 *
901 * BOMB related code 935 * BOMB related code
904 938
905 939
906/* This handles an exploding bomb. 940/* This handles an exploding bomb.
907 * op is the original bomb object. 941 * op is the original bomb object.
908 */ 942 */
943void
909void animate_bomb(object *op) { 944animate_bomb (object *op)
945{
910 int i; 946 int i;
911 object *env, *tmp; 947 object *env, *tmp;
912 archetype *at;
913 948
914 if(op->state!=NUM_ANIMATIONS(op)-1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return;
951
952 env = object_get_env_recursive (op);
953
954 if (op->env)
955 {
956 if (env->map == NULL)
915 return; 957 return;
916 958
917
918 env = object_get_env_recursive(op);
919
920 if (op->env) {
921 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER) 959 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count); 960 esrv_del_item (env->contr, op->count);
926 961
927 remove_ob(op); 962 if (!(op = op->insert_at (env, op)))
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 963 return;
942 } 964 }
943 965
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
944 /* This copies a lot of the code from the fire bullet, 975 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 976 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 977 * so just set up the appropriate values.
947 */ 978 */
948 at = find_archetype(SPLINT); 979 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 980 {
950 for(i=1;i<9;i++) { 981 for (i = 1; i < 9; i++)
982 {
951 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]))
952 continue; 984 continue;
985
953 tmp = arch_to_object(at); 986 tmp = arch_to_object (at);
954 tmp->direction = i; 987 tmp->direction = i;
955 tmp->range = op->range; 988 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 989 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 990 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 991 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 992 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 993 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill);
962 tmp->skill = add_refcount(op->skill); 994 tmp->skill = op->skill;
963 } 995
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 996 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 997 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 998
967 tmp->y = op->y + freearr_x[i]; 999 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp); 1000 move_bullet (tmp);
970 } 1001 }
971 } 1002 }
972 1003
973 explode_bullet(op); 1004 explode_bullet (op);
974} 1005}
975 1006
1007int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1008create_bomb (object *op, object *caster, int dir, object *spell)
1009{
977 1010
978 object *tmp; 1011 object *tmp;
979 int mflags; 1012 int mflags;
980 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];
981 mapstruct *m; 1014 maptile *m;
982 1015
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1016 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 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 {
985 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.");
986 return 0; 1020 return 0;
987 } 1021 }
988 tmp=arch_to_object(spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
989 1023
990 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 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);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
995 1029
996 set_owner(tmp,op); 1030 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1032
999 tmp->y=dy; 1033 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1034 return 1;
1002} 1035}
1003 1036
1004/**************************************************************************** 1037/****************************************************************************
1005 * 1038 *
1006 * smite related spell code. 1039 * smite related spell code.
1014 * dir is the direction to look in. 1047 * dir is the direction to look in.
1015 * range is how far out to look. 1048 * range is how far out to look.
1016 * 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.
1017 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1018 */ 1051 */
1019 1052
1053object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1054get_pointed_target (object *op, int dir, int range, int type)
1055{
1021 object *target; 1056 object *target;
1022 sint16 x,y; 1057 sint16 x, y;
1023 int dist, mflags; 1058 int dist, mflags;
1024 mapstruct *mp; 1059 maptile *mp;
1025 1060
1026 if (dir==0) return NULL; 1061 if (dir == 0)
1062 return NULL;
1027 1063
1028 for (dist=1; dist<range; dist++) { 1064 for (dist = 1; dist < range; dist++)
1065 {
1029 x = op->x + freearr_x[dir] * dist; 1066 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist; 1067 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map; 1068 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1069 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1033 1070
1034 if (mflags & P_OUT_OF_MAP) return NULL; 1071 if (mflags & P_OUT_OF_MAP)
1072 return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1073 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1074 return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1075 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1076 return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL;
1038 1079
1039 if (mflags & P_IS_ALIVE) { 1080 if (mflags & P_IS_ALIVE)
1081 {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1042 return target; 1086 return target;
1043 } 1087 }
1044 } 1088 }
1045 } 1089 }
1046 } 1090 }
1047 return NULL; 1091 return NULL;
1048} 1092}
1049 1093
1050 1094
1051/* cast_smite_arch() - the priest points to a creature and causes 1095/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1096 * a 'godly curse' to decend.
1055 * caster = object casting the spell. 1099 * caster = object casting the spell.
1056 * dir = direction being cast 1100 * dir = direction being cast
1057 * spell = spell object 1101 * spell = spell object
1058 */ 1102 */
1059 1103
1104int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1105cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{
1061 object *effect, *target; 1107 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1108 object *god = find_god (determine_god (op));
1063 int range; 1109 int range;
1064 1110
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1111 range = spell->range + SP_level_range_adjust (caster, spell);
1066 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);
1067 1113
1068 /* Bunch of conditions for casting this spell. Note that only 1114 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1115 * require a god if this is a cleric spell (requires grace).
1070 * 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
1071 * 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
1072 * interesting spell. 1118 * interesting spell.
1073 * 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
1074 * can't be friendly to your god. 1120 * can't be friendly to your god.
1075 */ 1121 */
1076 1122
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1123 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1124 || (!god && spell->stats.grace)
1079 ||(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)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1126 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1127 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1128 return 0;
1083 } 1129 }
1084 1130
1085 if (spell->other_arch) 1131 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1132 effect = arch_to_object (spell->other_arch);
1087 else 1133 else
1088 return 0; 1134 return 0;
1089 1135
1090 /* tailor the effect by priest level and worshipped God */ 1136 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1137 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1138 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 {
1094 if(tailor_god_spell(effect,op)) 1141 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1142 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1143 else
1144 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1145 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1146 return 0;
1100 } 1147 }
1101 } 1148 }
1102 1149
1103 /* size of the area of destruction */ 1150 /* size of the area of destruction */
1104 effect->range=spell->range + 1151 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1152 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1153
1109 if (effect->attacktype & AT_DEATH) { 1154 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1155 {
1111 SP_level_dam_adjust(caster,spell); 1156 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1157
1113 /* casting death spells at undead isn't a good thing */ 1158 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1159 if (QUERY_FLAG (target, FLAG_UNDEAD))
1160 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1161 if (random_roll (0, 2, op, PREFER_LOW))
1162 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1163 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1164 effect->x = op->x;
1118 effect->y=op->y; 1165 effect->y = op->y;
1119 } else {
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1121 query_name(target));
1122 target->stats.hp = target->stats.maxhp*2;
1123 free_object(effect);
1124 return 0;
1125 } 1166 }
1167 else
1168 {
1169 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1170 target->stats.hp = target->stats.maxhp * 2;
1171 effect->destroy ();
1172 return 0;
1126 } 1173 }
1127 } else { 1174 }
1175 }
1176 else
1177 {
1128 /* how much woe to inflict :) */ 1178 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1179 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1180 }
1132 1181
1133 set_owner(effect,op); 1182 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1183 set_spell_skill (op, caster, spell, effect);
1135 1184
1136 /* ok, tell it where to be, and insert! */ 1185 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1186 effect->insert_at (target, op);
1138 effect->y=target->y; 1187
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1188 return 1;
1142} 1189}
1143 1190
1144 1191
1145/**************************************************************************** 1192/****************************************************************************
1146 * 1193 *
1148 * 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
1149 * code here is just to move the missile. 1196 * code here is just to move the missile.
1150 ****************************************************************************/ 1197 ****************************************************************************/
1151 1198
1152/* op is a missile that needs to be moved */ 1199/* op is a missile that needs to be moved */
1200void
1153void move_missile(object *op) { 1201move_missile (object *op)
1202{
1154 int i, mflags; 1203 int i, mflags;
1155 object *owner; 1204 object *owner;
1156 sint16 new_x, new_y; 1205 sint16 new_x, new_y;
1157 mapstruct *m; 1206 maptile *m;
1158 1207
1159 if (op->range-- <=0) { 1208 if (op->range-- <= 0)
1160 remove_ob(op); 1209 {
1161 free_object(op); 1210 op->destroy ();
1162 return; 1211 return;
1163 } 1212 }
1164 1213
1165 owner = get_owner(op); 1214 owner = op->owner;
1166#if 0 1215#if 0
1167 /* 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
1168 * monster that are then killed would continue to survive 1217 * monster that are then killed would continue to survive
1169 */ 1218 */
1170 if (owner == NULL) { 1219 if (owner == NULL)
1171 remove_ob(op); 1220 {
1172 free_object(op); 1221 op->destroy ();
1173 return; 1222 return;
1174 } 1223 }
1175#endif 1224#endif
1176 1225
1177 new_x = op->x + DIRX(op); 1226 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1227 new_y = op->y + DIRY (op);
1179 1228
1180 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);
1181 1230
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((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))))
1184 tag_t tag = op->count; 1232 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1233 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1234 /* Basically, missile only hits one thing then goes away.
1187 * 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.
1188 */ 1236 */
1189 if ( ! was_destroyed (op, tag)) { 1237 if (!op->destroyed ())
1190 remove_ob (op); 1238 op->destroy ();
1191 free_object(op); 1239
1192 }
1193 return; 1240 return;
1194 } 1241 }
1195 1242
1196 remove_ob(op); 1243 op->remove ();
1244
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op); 1246 {
1247 op->destroy ();
1199 return; 1248 return;
1200 } 1249 }
1201 op->x = new_x; 1250
1202 op->y = new_y; 1251 i = spell_find_dir (m, new_x, new_y, op->owner);
1203 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1205 if(i > 0 && i != op->direction){ 1252 if (i > 0 && i != op->direction)
1253 {
1206 op->direction=i; 1254 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1255 SET_ANIMATION (op, op->direction);
1208 } 1256 }
1209 insert_ob_in_map(op,op->map,op,0); 1257
1258 m->insert (op, new_x, new_y, op);
1210} 1259}
1211 1260
1212/**************************************************************************** 1261/****************************************************************************
1213 * Destruction 1262 * Destruction
1214 ****************************************************************************/ 1263 ****************************************************************************/
1264
1215/* make_object_glow() - currently only makes living objects glow. 1265/* make_object_glow() - currently only makes living objects glow.
1216 * 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
1217 * object. if time is 0, the object glows permanently. To truely 1267 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1268 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1269 * give them the capability to have an inventory. b.t.
1220 */ 1270 */
1221 1271
1272int
1222int make_object_glow(object *op, int radius, int time) { 1273make_object_glow (object *op, int radius, int time)
1274{
1223 object *tmp; 1275 object *tmp;
1224 1276
1225 /* some things are unaffected... */ 1277 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1278 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1279 return 0;
1228 1280
1229 tmp=get_archetype(FORCE_NAME); 1281 tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1282 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1283 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1284 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1285 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1287 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1288
1237 tmp->x=op->x; 1289 tmp->x = op->x;
1238 tmp->y=op->y; 1290 tmp->y = op->y;
1239 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 */
1240 tmp=insert_ob_in_ob(tmp,op); 1293 tmp = insert_ob_in_ob (tmp, op);
1241 if (tmp->glow_radius > op->glow_radius) 1294 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1295 op->glow_radius = tmp->glow_radius;
1243 1296
1244 if(!tmp->env||op!=tmp->env) { 1297 if (!tmp->env || op != tmp->env)
1298 {
1245 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);
1246 op->name);
1247 return 0; 1300 return 0;
1248 } 1301 }
1249 return 1; 1302 return 1;
1250} 1303}
1251 1304
1252 1305int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1306cast_destruction (object *op, object *caster, object *spell_ob)
1307{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1308 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1309 sint16 sx, sy;
1258 mapstruct *m; 1310 maptile *m;
1259 object *tmp; 1311 object *tmp;
1260 const char *skill; 1312 const char *skill;
1261 1313
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1314 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 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);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1316 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1317 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1318 friendly = 1;
1266 1319
1267 /* destruction doesn't use another spell object, so we need 1320 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1321 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1322 * We do some shortcuts here - since this is just temporary
1270 * 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
1271 * the full share string/free_string route. 1324 * the full share string/free_string route.
1272 */ 1325 */
1273 skill = op->skill; 1326 skill = op->skill;
1327 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1328 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1329 else if (caster->skill)
1330 op->skill = caster->skill;
1331 else
1276 else op->skill = NULL; 1332 op->skill = NULL;
1277 1333
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1334 op->change_skill (find_skill_by_name (op, op->skill));
1279 1335
1280 for(i= -range; i<range; i++) { 1336 for (i = -range; i < range; i++)
1337 {
1281 for(j=-range; j<range ; j++) { 1338 for (j = -range; j < range; j++)
1339 {
1282 m = op->map; 1340 m = op->map;
1283 sx = op->x + i; 1341 sx = op->x + i;
1284 sy = op->y + j; 1342 sy = op->y + j;
1343
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1344 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1345 if (mflags & P_OUT_OF_MAP)
1346 continue;
1347
1287 if (mflags & P_IS_ALIVE) { 1348 if (mflags & P_IS_ALIVE)
1349 {
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1350 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1351 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1352 break;
1353
1354 if (tmp)
1290 } 1355 {
1291 if (tmp) { 1356 if (tmp->head)
1292 if (tmp->head) tmp=tmp->head; 1357 tmp = tmp->head;
1293 1358
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1359 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1360 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1361 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1362 if (spell_ob->subtype == SP_DESTRUCTION)
1363 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1365 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1300 tmp->x = sx;
1301 tmp->y = sy;
1302 insert_ob_in_map(tmp, m, op, 0);
1303 }
1304 } 1367 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1368 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1306 tmp->resist[ATNR_MAGIC]!=100) { 1369 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1370 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1371 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1309 effect->x = sx;
1310 effect->y = sy;
1311 insert_ob_in_map(effect, m, op, 0);
1312 }
1313 } 1372 }
1314 } 1373 }
1315 } 1374 }
1316 } 1375 }
1317 } 1376 }
1318 } 1377 }
1378
1319 op->skill = skill; 1379 op->skill = skill;
1320 return 1; 1380 return 1;
1321} 1381}
1322 1382
1323/*************************************************************************** 1383/***************************************************************************
1324 * 1384 *
1325 * CURSE 1385 * CURSE
1326 * 1386 *
1327 ***************************************************************************/ 1387 ***************************************************************************/
1328 1388
1389int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1390cast_curse (object *op, object *caster, object *spell_ob, int dir)
1391{
1330 object *god = find_god(determine_god(op)); 1392 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1393 object *tmp, *force;
1332 1394
1333 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);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1396 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op, 1397 {
1337 "There is no one in that direction to curse."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1338 return 0; 1399 return 0;
1339 } 1400 }
1340 1401
1341 /* 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. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1403 for (force = tmp->inv; force != NULL; force = force->below)
1404 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 {
1344 if (force->name == spell_ob->name) { 1407 if (force->name == spell_ob->name)
1408 {
1345 break; 1409 break;
1346 } 1410 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1411 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1412 {
1349 "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);
1350 spell_ob->name, force->name_pl);
1351 return 0; 1414 return 0;
1352 } 1415 }
1353 } 1416 }
1354 } 1417 }
1355 1418
1356 if(force==NULL) { 1419 if (force == NULL)
1420 {
1357 force=get_archetype(FORCE_NAME); 1421 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1422 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race) 1423 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1424 force->name = spell_ob->race;
1362 else 1425 else
1363 force->name = add_refcount(spell_ob->name); 1426 force->name = spell_ob->name;
1364 free_string(force->name_pl); 1427
1365 force->name_pl = add_refcount(spell_ob->name); 1428 force->name_pl = spell_ob->name;
1366 1429
1367 } else { 1430 }
1431 else
1432 {
1368 int duration; 1433 int duration;
1369 1434
1370 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;
1371 if (duration > force->duration) { 1436 if (duration > force->duration)
1437 {
1372 force->duration = duration; 1438 force->duration = duration;
1373 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.");
1440 }
1374 } else { 1441 else
1442 {
1375 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.");
1376 } 1444 }
1377 return 1; 1445 return 1;
1378 } 1446 }
1379 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;
1380 force->speed = 1.0; 1448 force->speed = 1.f;
1381 force->speed_left = -1.0; 1449 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1450 SET_FLAG (force, FLAG_APPLIED);
1383 1451
1384 if(god) { 1452 if (god)
1453 {
1385 if (spell_ob->last_grace) 1454 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1455 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1456 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1457 force->path_denied = god->path_denied;
1389 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);
1390 "You are a victim of %s's curse!",god->name); 1459 }
1391 } else 1460 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1461 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1462
1394 1463
1395 if(tmp!=op && op->type==PLAYER) 1464 if (tmp != op && op->type == PLAYER)
1396 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);
1397 1466
1398 force->stats.ac = spell_ob->stats.ac; 1467 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1468 force->stats.wc = spell_ob->stats.wc;
1400 1469
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1470 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1471 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1472 tmp->update_stats ();
1404 return 1; 1473 return 1;
1405 1474
1406} 1475}
1407
1408 1476
1409/********************************************************************** 1477/**********************************************************************
1410 * mood change 1478 * mood change
1411 * 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
1412 * effects monsters, it seems best to put it into this file 1480 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1481 ***********************************************************************/
1414 1482
1415/* This covers the various spells that change the moods of monsters - 1483/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1484 * makes them angry, peacful, friendly, etc.
1417 */ 1485 */
1486int
1418int mood_change(object *op, object *caster, object *spell) { 1487mood_change (object *op, object *caster, object *spell)
1488{
1419 object *tmp, *god, *head; 1489 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1490 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1491 sint16 x, y, nx, ny;
1422 mapstruct *m; 1492 maptile *m;
1423 const char *race; 1493 const char *race;
1424 1494
1425 /* 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
1426 * doing it over and over again. 1496 * doing it over and over again.
1427 */ 1497 */
1428 god=find_god(determine_god(op)); 1498 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1499 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1500 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1501
1432 /* 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_...
1433 * 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
1434 * won't ever match anything. 1504 * won't ever match anything.
1435 */ 1505 */
1436 if (!spell->race) race=NULL; 1506 if (!spell->race)
1507 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1508 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1509 race = god->slaying;
1438 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
1439 else race = spell->race; 1513 race = spell->race;
1440
1441 1514
1442 for (x = op->x - range; x <= op->x + range; x++) 1515 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1516 for (y = op->y - range; y <= op->y + range; y++)
1444 1517 {
1445 done_one=0; 1518 done_one = 0;
1446 m = op->map; 1519 m = op->map;
1447 nx = x; 1520 nx = x;
1448 ny = y; 1521 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1523 if (mflags & P_OUT_OF_MAP)
1524 continue;
1451 1525
1452 /* 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 */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1527 if (!(mflags & P_IS_ALIVE))
1528 continue;
1454 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
1455 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)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1536 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1537 break;
1457 1538
1458 /* There can be living objects that are not monsters */ 1539 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1540 if (!tmp || tmp->type == PLAYER)
1541 continue;
1460 1542
1461 /* Only the head has meaningful data, so resolve to that */ 1543 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1544 if (tmp->head)
1545 head = tmp->head;
1546 else
1463 else head=tmp; 1547 head = tmp;
1464 1548
1465 /* 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 */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1550 if (race && head->race && !strstr (race, head->race))
1551 continue;
1552
1467 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;
1468 1555
1469 /* Now do a bunch of stuff related to saving throws */ 1556 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1557 best_at = -1;
1471 if (spell->attacktype) { 1558 if (spell->attacktype)
1559 {
1472 for (at=0; at < NROFATTACKS; at++) 1560 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1561 if (spell->attacktype & (1 << at))
1474 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;
1475 1564
1476 if (best_at == -1) at=0; 1565 if (best_at == -1)
1566 at = 0;
1567 else
1568 {
1569 if (head->resist[best_at] == 100)
1570 continue;
1477 else { 1571 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5; 1572 at = head->resist[best_at] / 5;
1480 } 1573 }
1481 at -= level / 5; 1574 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1575 if (did_make_save (head, head->level, at))
1576 continue;
1483 } 1577 }
1484 else /* spell->attacktype */ 1578 else /* spell->attacktype */
1579 {
1485 /* 1580 /*
1486 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:
1487 * if spell level < monster level, no go 1582 * if spell level < monster level, no go
1488 * 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 ) )
1489 1584
1490 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.
1491 1586
1492 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
1493 charm a level 125 monster... 1588 charm a level 125 monster...
1494 1589
1495 Ryo, august 14th 1590 Ryo, august 14th
1496 */ 1591 */
1497 {
1498 if ( head->level > level ) continue; 1592 if (head->level > level)
1593 continue;
1594
1499 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))))
1500 /* Failed, no effect */ 1596 /* Failed, no effect */
1501 continue; 1597 continue;
1502 } 1598 }
1503 1599
1504 /* Done with saving throw. Now start effecting the monster */ 1600 /* Done with saving throw. Now start affecting the monster */
1505 1601
1506 /* aggravation */ 1602 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1603 if (QUERY_FLAG (spell, FLAG_MONSTER))
1604 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1605 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1606 remove_friendly_object (head);
1511
1512 done_one = 1; 1607 done_one = 1;
1513 head->enemy = op; 1608 head->enemy = op;
1514 } 1609 }
1515 1610
1516 /* calm monsters */ 1611 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1612 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1613 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1614 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1615 head->enemy = NULL;
1520 done_one = 1; 1616 done_one = 1;
1521 } 1617 }
1522 1618
1523 /* berserk monsters */ 1619 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1621 {
1525 SET_FLAG(head, FLAG_BERSERK); 1622 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1623 done_one = 1;
1527 } 1624 }
1625
1528 /* charm */ 1626 /* charm */
1529 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))
1530 SET_FLAG(head, FLAG_FRIENDLY); 1628 {
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1629 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 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.
1533 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. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1632 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1633 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1634 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1635 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1636 head->attack_movement = PETMOVE;
1539 done_one = 1; 1637 done_one = 1;
1540 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);
1541 head->stats.exp = 0; 1639 head->stats.exp = 0;
1542 } 1640 }
1543 1641
1544 /* If a monster was effected, put an effect in */ 1642 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1643 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1644 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1645 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1646
1553 return 1; 1647 return 1;
1554} 1648}
1555 1649
1556 1650
1557/* 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
1558 * 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
1559 * lightning spell used it, that seemed misnamed. 1653 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1654 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1655 * note that duration is handled by process_object() in time.c
1562 */ 1656 */
1563 1657
1658void
1564void move_ball_spell(object *op) { 1659move_ball_spell (object *op)
1660{
1565 int i,j,dam_save,dir, mflags; 1661 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1662 sint16 nx, ny, hx, hy;
1567 object *owner; 1663 object *owner;
1568 mapstruct *m; 1664 maptile *m;
1569 1665
1570 owner = get_owner(op); 1666 owner = op->owner;
1571 1667
1572 /* 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,
1573 * 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
1574 * victim. The block immediately below more or less chooses a random 1670 * victim. The block immediately below more or less chooses a random
1575 * 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
1576 * deviations. 1672 * deviations.
1577 */ 1673 */
1578 1674
1579 dir = 0; 1675 dir = 0;
1580 if(!(rndm(0, 3))) 1676 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1677 j = rndm (0, 1);
1582 else j=0; 1678 else
1679 j = 0;
1583 1680
1584 for(i = 1; i < 9; i++) { 1681 for (i = 1; i < 9; i++)
1682 {
1585 /* i bit 0: alters sign of offset 1683 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1684 * other bits (i / 2): absolute value of offset
1587 */ 1685 */
1588 1686
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1687 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1688 int tmpdir = absdir (op->direction + offset);
1591 1689
1592 nx = op->x + freearr_x[tmpdir]; 1690 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1691 ny = op->y + freearr_y[tmpdir];
1594 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))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1693 {
1596 dir = tmpdir; 1694 dir = tmpdir;
1597 break; 1695 break;
1598 } 1696 }
1599 } 1697 }
1600 if (dir == 0) { 1698 if (dir == 0)
1699 {
1601 nx = op->x; 1700 nx = op->x;
1602 ny = op->y; 1701 ny = op->y;
1603 m = op->map; 1702 m = op->map;
1604 } 1703 }
1605 1704
1606 remove_ob(op); 1705 m->insert (op, nx, ny, op);
1607 op->y=ny; 1706
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 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
1612 surrounding squares */ 1708 surrounding squares */
1613 1709
1614 /* loop over current square and neighbors to hit. 1710 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1711 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1712 * the surround spaces.
1617 */ 1713 */
1618 for(j=0;j<9;j++) { 1714 for (j = 0; j < 9; j++)
1619 object *new_ob; 1715 {
1620
1621 hx = nx+freearr_x[j]; 1716 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1717 hy = ny + freearr_y[j];
1623 1718
1624 m = op->map; 1719 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1720 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1721
1627 if (mflags & P_OUT_OF_MAP) continue; 1722 if (mflags & P_OUT_OF_MAP)
1723 continue;
1628 1724
1629 /* 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
1630 * of the map either. 1726 * of the map either.
1631 */ 1727 */
1632 1728
1633 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)))
1730 {
1731 if (j)
1634 if(j) op->stats.dam = dam_save/2; 1732 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1733 hit_map (op, j, op->attacktype, 1);
1636 1734
1637 } 1735 }
1638 1736
1639 /* insert the other arch */ 1737 /* insert the other arch */
1640 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))))
1641 new_ob = arch_to_object(op->other_arch); 1739 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1740 }
1647 1741
1648 /* restore to the center location and damage*/ 1742 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1743 op->stats.dam = dam_save;
1650 1744
1651 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);
1652 1746
1653 if(i>=0) { /* we have a preferred direction! */ 1747 if (i >= 0)
1748 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1749 /* pick another direction if the preferred dir is blocked. */
1655 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 ||
1656 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)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1752 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1753
1659 op->direction=i; 1754 op->direction = i;
1660 } 1755 }
1661} 1756}
1662 1757
1663 1758
1664/* move_swarm_spell: peterm 1759/* move_swarm_spell: peterm
1667 * 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
1668 * 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
1669 * 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.
1670 */ 1765 */
1671 1766
1767void
1672void move_swarm_spell(object *op) 1768move_swarm_spell (object *op)
1673{ 1769{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1770#if 0
1696 // 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 };
1697 // (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 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1773 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1774 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1775 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1776#endif
1777 int basedir;
1778 object *owner;
1743 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
1744 /* 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
1745 * should just be a pointer to the spell in some inventory, 1834 * should just be a pointer to the spell in some inventory,
1746 * 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,
1747 * do some sanity checking anyways. 1836 * do some sanity checking anyways.
1748 */ 1837 */
1749 1838
1750 if (op->spell && op->spell->type == SPELL) 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))))
1751 { 1842 {
1843
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1844 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1845 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1846 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 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
1858 if (op->spell && op->spell->type == SPELL)
1859 {
1860 /* Bullet spells have a bunch more customization that needs to be done */
1861 if (op->spell->subtype == SP_BULLET)
1862 fire_bullet (owner, op, basedir, op->spell);
1863 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 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);
1757 } 1865 }
1758} 1866}
1759 1867
1760 1868
1761 1869
1762 1870
1770 * dir: the direction everything will be fired in 1878 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1879 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1880 * n: the number to be fired.
1773 */ 1881 */
1774 1882
1883int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1884fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1885{
1777 object *tmp; 1886 object *tmp;
1778 int i; 1887 int i;
1779 1888
1780 if (!spell->other_arch) return 0; 1889 if (!spell->other_arch)
1890 return 0;
1781 1891
1782 tmp=get_archetype(SWARM_SPELL); 1892 tmp = get_archetype (SWARM_SPELL);
1783 tmp->x=op->x;
1784 tmp->y=op->y;
1785 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. */
1786 set_spell_skill(op, caster, spell, tmp); 1894 set_spell_skill (op, caster, spell, tmp);
1787 1895
1788 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. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1897 tmp->spell = arch_to_object (spell->other_arch);
1790 1898
1791 tmp->attacktype = tmp->spell->attacktype; 1899 tmp->attacktype = tmp->spell->attacktype;
1792 1900
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1902 if (!tailor_god_spell (tmp, op))
1795 return 1; 1903 return 1;
1796 } 1904
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1905 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1906 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1908
1801 tmp->direction=dir; 1909 tmp->direction = dir;
1802 tmp->invisible=1; 1910 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1911
1912 tmp->insert_at (op, op);
1804 return 1; 1913 return 1;
1805} 1914}
1806 1915
1807 1916
1808/* See the spells documentation file for why this is its own 1917/* See the spells documentation file for why this is its own
1809 * function. 1918 * function.
1810 */ 1919 */
1920int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1921cast_light (object *op, object *caster, object *spell, int dir)
1922{
1812 object *target=NULL,*tmp=NULL; 1923 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1924 sint16 x, y;
1814 int dam, mflags; 1925 int dam, mflags;
1815 mapstruct *m; 1926 maptile *m;
1816 1927
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1928 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1929
1819 if(!dir) { 1930 if (!dir)
1931 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1932 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 1933 return 0;
1822 } 1934 }
1823 1935
1824 x=op->x+freearr_x[dir]; 1936 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1937 y = op->y + freearr_y[dir];
1826 m = op->map; 1938 m = op->map;
1827 1939
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1940 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1941
1830 if (mflags & P_OUT_OF_MAP) { 1942 if (mflags & P_OUT_OF_MAP)
1943 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1944 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1945 return 0;
1833 } 1946 }
1834 1947
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1948 if (mflags & P_IS_ALIVE && spell->attacktype)
1949 {
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1950 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1951 if (QUERY_FLAG (target, FLAG_MONSTER))
1952 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1953 /* oky doky. got a target monster. Lets make a blinding attack */
1954 if (target->head)
1839 if(target->head) target = target->head; 1955 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1956 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1957 return 1; /* one success only! */
1842 } 1958 }
1843 } 1959 }
1844 1960
1845 /* no live target, perhaps a wall is in the way? */ 1961 /* no live target, perhaps a wall is in the way? */
1846 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 {
1847 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.");
1848 return 0; 1965 return 0;
1849 } 1966 }
1850 1967
1851 /* 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 */
1852 tmp=arch_to_object(spell->other_arch); 1969 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1970 if (!tmp)
1971 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1972 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1973 return 0;
1856 } 1974 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1975 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 1976 if (tmp->glow_radius)
1977 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1978 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 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;
1861 } 1981 }
1862 tmp->x=x; 1982
1863 tmp->y=y; 1983 m->insert (tmp, x, y, op);
1864 insert_ob_in_map(tmp,m,op,0);
1865 return 1; 1984 return 1;
1866} 1985}
1867 1986
1868 1987
1869 1988
1870 1989
1873 * 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
1874 * 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
1875 * perhaps this should actually be in disease.c? 1994 * perhaps this should actually be in disease.c?
1876 */ 1995 */
1877 1996
1997int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1998cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{
1879 sint16 x,y; 2000 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 2001 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 2002 object *walk;
1882 mapstruct *m; 2003 maptile *m;
1883 2004
1884 x = op->x; 2005 x = op->x;
1885 y = op->y; 2006 y = op->y;
1886 2007
1887 /* 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
1888 * direction the player is pointing. 2009 * direction the player is pointing.
1889 */ 2010 */
2011 if (!dir)
1890 if (!dir) dir=op->facing; 2012 dir = op->facing;
2013 if (!dir)
1891 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 */
1892 2015
1893 /* Calculate these once here */ 2016 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 2017 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 2018 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 2019 dur_mod = SP_level_duration_adjust (caster, spell);
1897 2020
1898 /* search in a line for a victim */ 2021 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 2022 for (i = 1; i < range; i++)
2023 {
1900 x = op->x + i * freearr_x[dir]; 2024 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2025 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2026 m = op->map;
1903 2027
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2028 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2029
1906 if (mflags & P_OUT_OF_MAP) return 0; 2030 if (mflags & P_OUT_OF_MAP)
2031 return 0;
1907 2032
1908 /* don't go through walls - presume diseases are airborne */ 2033 /* don't go through walls - presume diseases are airborne */
1909 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;
1910 2036
1911 /* 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 */
1912 if (mflags & P_IS_ALIVE) { 2038 if (mflags & P_IS_ALIVE)
2039 {
1913 /* search this square for a victim */ 2040 /* search this square for a victim */
1914 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)
1915 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 */
1916 object *disease = arch_to_object(spell->other_arch); 2044 object *disease = arch_to_object (spell->other_arch);
1917 2045
1918 set_owner(disease,op); 2046 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2047 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2048 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2049 disease->level = caster_level (caster, spell);
1922 2050
1923 /* do level adjustments */ 2051 /* do level adjustments */
1924 if(disease->stats.wc) 2052 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2053 disease->stats.wc += dur_mod / 2;
1926 2054
1927 if(disease->magic> 0) 2055 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2056 disease->magic += dur_mod / 4;
1929 2057
1930 if(disease->stats.maxhp>0) 2058 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2059 disease->stats.maxhp += dur_mod;
1932 2060
1933 if(disease->stats.maxgrace>0) 2061 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2062 disease->stats.maxgrace += dur_mod;
1935 2063
1936 if(disease->stats.dam) { 2064 if (disease->stats.dam)
1937 if(disease->stats.dam > 0)
1938 disease->stats.dam += dam_mod;
1939 else disease->stats.dam -= dam_mod;
1940 }
1941
1942 if(disease->last_sp) {
1943 disease->last_sp -= 2*dam_mod;
1944 if(disease->last_sp <1) disease->last_sp = 1;
1945 }
1946
1947 if(disease->stats.maxsp) {
1948 if(disease->stats.maxsp > 0)
1949 disease->stats.maxsp += dam_mod;
1950 else disease->stats.maxsp -= dam_mod;
1951 }
1952 2065 {
1953 if(disease->stats.ac) 2066 if (disease->stats.dam > 0)
1954 disease->stats.ac += dam_mod; 2067 disease->stats.dam += dam_mod;
1955 2068 else
1956 if(disease->last_eat)
1957 disease->last_eat -= dam_mod;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2069 disease->stats.dam -= dam_mod;
1961
1962 if(disease->stats.sp)
1963 disease->stats.sp -= dam_mod;
1964
1965 if(infect_object(walk,disease,1)) {
1966 object *flash; /* visual effect for inflicting disease */
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name);
1969
1970 free_object(disease); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC);
1972 flash->x = x;
1973 flash->y = y;
1974 flash->map = walk->map;
1975 insert_ob_in_map(flash,walk->map,op,0);
1976 return 1;
1977 } 2070 }
1978 free_object(disease); 2071
2072 if (disease->last_sp)
2073 {
2074 disease->last_sp -= 2 * dam_mod;
2075 if (disease->last_sp < 1)
2076 disease->last_sp = 1;
1979 } 2077 }
2078
2079 if (disease->stats.maxsp)
2080 {
2081 if (disease->stats.maxsp > 0)
2082 disease->stats.maxsp += dam_mod;
2083 else
2084 disease->stats.maxsp -= dam_mod;
2085 }
2086
2087 if (disease->stats.ac)
2088 disease->stats.ac += dam_mod;
2089
2090 if (disease->last_eat)
2091 disease->last_eat -= dam_mod;
2092
2093 if (disease->stats.hp)
2094 disease->stats.hp -= dam_mod;
2095
2096 if (disease->stats.sp)
2097 disease->stats.sp -= dam_mod;
2098
2099 if (infect_object (walk, disease, 1))
2100 {
2101 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2102
2103 disease->destroy (); /* don't need this one anymore */
2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2105 return 1;
2106 }
2107
2108 disease->destroy ();
2109 }
1980 } /* if living creature */ 2110 } /* if living creature */
1981 } /* for range of spaces */ 2111 } /* for range of spaces */
2112
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2113 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2114 return 1;
1984} 2115}

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