ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.5 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.43 by root, Thu Jul 5 08:10:30 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 1.5 2006/08/26 23:36:34 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 144
144 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
150 new_bolt->duration++; 151 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 155 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
159} 158}
160 159
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
163 */ 162 */
164 163
164void
165void move_bolt(object *op) { 165move_bolt (object *op)
166 object *tmp; 166{
167 int mflags; 167 int mflags;
168 sint16 x, y; 168 sint16 x, y;
169 mapstruct *m; 169 maptile *m;
170 170
171 if(--(op->duration)<0) { 171 if (--op->duration < 0)
172 remove_ob(op);
173 free_object(op);
174 return;
175 } 172 {
173 op->destroy ();
174 return;
175 }
176
176 hit_map(op,0,op->attacktype,1); 177 hit_map (op, 0, op->attacktype, 1);
177 178
178 if(!op->direction) 179 if (!op->direction)
179 return;
180
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 */
192 /* 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
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if(op->direction&1)
211 op->direction=absdir(op->direction+4);
212 else {
213 int left, right;
214 int mflags;
215
216 /* 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
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 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);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
226 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);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return; 180 return;
239 }
240 else { /* Create a copy of this object and put it ahead */
241 tmp=get_object();
242 copy_object(op,tmp);
243 tmp->speed_left= -0.1;
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 */
247 tmp->duration++;
248 181
249 /* New forking code. Possibly create forks of this object 182 if (--op->range < 0)
250 * going off in other directions.
251 */
252
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0; 183 op->range = 0;
260 } /* copy object and move it along */ 184 else
261 } /* if move bolt along */ 185 {
186 x = op->x + DIRX (op);
187 y = op->y + DIRY (op);
188 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y);
190
191 if (mflags & P_OUT_OF_MAP)
192 return;
193
194 /* We are about to run into something - we may bounce */
195 /* Calling reflwall is pretty costly, as it has to look at all the objects
196 * on the space. So only call reflwall if we think the data it returns
197 * will be useful.
198 */
199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
200 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
202 return;
203
204 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling
207 * on the diagonal, it is trickier - eg, a bolt travelling
208 * northwest bounces different if it hits a north/south
209 * wall (bounces to northeast) vs an east/west (bounces
210 * to the southwest.
211 */
212 if (op->direction & 1)
213 op->direction = absdir (op->direction + 4);
214 else
215 {
216 int left, right;
217 int mflags;
218
219 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
220 * over a corner in a tiled map, it is possible that
221 * op->direction is within an adjacent map but either
222 * op->direction-1 or op->direction+1 does not exist.
223 */
224 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
226
227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228
229 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
232
233 if (left == right)
234 op->direction = absdir (op->direction + 4);
235 else if (left)
236 op->direction = absdir (op->direction + 2);
237 else if (right)
238 op->direction = absdir (op->direction - 2);
239 }
240
241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
242 return;
243 }
244 else
245 { /* Create a copy of this object and put it ahead */
246 object *tmp = op->clone ();
247
248 m->insert (tmp, x, y, op);
249 tmp->speed_left = -0.1f;
250 /* To make up for the decrease at the top of the function */
251 tmp->duration++;
252
253 /* New forking code. Possibly create forks of this object
254 * going off in other directions.
255 */
256 if (rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260
261 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward.
263 */
264 op->range = 0;
265 } /* copy object and move it along */
266 } /* if move bolt along */
262} 267}
263 268
264/* fire_bolt 269/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 270 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 271 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 273 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
270 * pointers. 275 * pointers.
271 */ 276 */
272 277int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
279{
274 object *tmp=NULL; 280 object *tmp = NULL;
275 int mflags; 281 int mflags;
276 282
277 if (!spob->other_arch) 283 if (!spob->other_arch)
278 return 0; 284 return 0;
279 285
280 tmp=arch_to_object(spob->other_arch); 286 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 287 if (tmp == NULL)
282 return 0; 288 return 0;
283 289
284 /* peterm: level dependency for bolts */ 290 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 292 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 293 if (spob->slaying)
294 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 295 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 297 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 298 tmp->stats.Con = spob->stats.Con;
292 299
293 tmp->direction=dir; 300 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 302 SET_ANIMATION (tmp, dir);
296 303
297 set_owner(tmp,op); 304 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
299 306
300 tmp->x=op->x + DIRX(tmp); 307 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 308 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 309 tmp->map = op->map;
303 310
311 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 313 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp);
307 return 0;
308 } 314 {
315 tmp->destroy ();
316 return 0;
317 }
318
319 tmp->map = newmap;
320
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 324 {
325 tmp->destroy ();
312 return 0; 326 return 0;
313 } 327 }
314 tmp->x=op->x; 328
315 tmp->y=op->y; 329 tmp->x = op->x;
330 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 332 tmp->map = op->map;
318 } 333 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 336 move_bolt (tmp);
337
321 return 1; 338 return 1;
322} 339}
323
324
325 340
326/*************************************************************************** 341/***************************************************************************
327 * 342 *
328 * BULLET/BALL CODE 343 * BULLET/BALL CODE
329 * 344 *
331 346
332/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 348 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 349 * At least that is what I think this does.
335 */ 350 */
351void
336void explosion(object *op) { 352explosion (object *op)
337 object *tmp; 353{
338 mapstruct *m=op->map; 354 maptile *m = op->map;
339 int i; 355 int i;
340 356
341 if(--(op->duration)<0) { 357 if (--op->duration < 0)
342 remove_ob(op);
343 free_object(op);
344 return;
345 } 358 {
359 op->destroy ();
360 return;
361 }
362
346 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
347 364
348 if(op->range>0) { 365 if (op->range > 0)
349 for(i=1;i<9;i++) { 366 {
367 for (i = 1; i < 9; i++)
368 {
350 sint16 dx,dy; 369 sint16 dx, dy;
351 370
352 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
354 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 375 * out of map, etc.
356 */ 376 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 378 {
359 copy_object(op,tmp); 379 object *tmp = op->clone ();
360 tmp->state=0; 380
361 tmp->speed_left= -0.21; 381 tmp->state = 0;
362 tmp->range--; 382 tmp->speed_left = -0.21f;
363 tmp->value=0; 383 tmp->range--;
364 tmp->x=dx; 384 tmp->value = 0;
365 tmp->y=dy; 385
366 insert_ob_in_map(tmp,m,op,0); 386 m->insert (tmp, dx, dy, op);
387 }
388 }
367 } 389 }
368 }
369 }
370} 390}
371
372 391
373/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
375 * explode. 394 * explode.
376 */ 395 */
396void
377void explode_bullet(object *op) 397explode_bullet (object *op)
378{ 398{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 399 object *tmp, *owner;
381 400
382 if (op->other_arch == NULL) { 401 if (op->other_arch == NULL)
402 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 404 op->destroy ();
385 free_object (op); 405 return;
386 return;
387 } 406 }
388 407
389 if (op->env) { 408 if (op->env)
390 object *env; 409 {
391
392 env = object_get_env_recursive(op); 410 object *env = object_get_env_recursive (op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
412 {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op); 414 op->destroy ();
396 free_object (op);
397 return; 415 return;
398 } 416 }
399 remove_ob (op); 417
400 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
401 op->y = env->y; 419 }
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)) { 420 else if (out_of_map (op->map, op->x, op->y))
421 {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op); 423 op->destroy ();
406 free_object (op); 424 return;
407 return;
408 } 425 }
409 426
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything 428 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this. 429 // 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) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 { 431 {
415 remove_ob (op); 432 op->destroy ();
416 free_object (op); 433 return;
434 }
435
436 if (op->attacktype)
437 {
438 hit_map (op, 0, op->attacktype, 1);
439 if (op->destroyed ())
417 return; 440 return;
418 } 441 }
419 442
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 */ 443 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
428 445
429 copy_owner (tmp, op); 446 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 448
433 owner = get_owner(op); 449 owner = op->owner;
450
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
435 !tailor_god_spell(tmp, owner)) {
436 remove_ob (op);
437 free_object (op);
438 return;
439 } 452 {
440 tmp->x = op->x; 453 op->destroy ();
441 tmp->y = op->y; 454 return;
455 }
442 456
443 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
459 {
445 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 461 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 462 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 463 tmp->duration = op->duration;
449 } else { 464 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 465 else
466 {
467 if (op->attacktype & AT_MAGIC)
468 tmp->attacktype |= AT_MAGIC;
469
451 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 474 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 475 * the count of the parent should work fine.
457 */ 476 */
458 tmp->stats.maxhp = op->count; 477 tmp->stats.maxhp = op->count;
459 } 478 }
460 479
461 /* Set direction of cone explosion */ 480 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 481 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
464 483
465 /* Prevent recursion */ 484 /* Prevent recursion */
466 op->move_on = 0; 485 op->move_on = 0;
467 486
468 insert_ob_in_map(tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
469 /* remove the firebullet */ 488 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 489 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 490}
475
476
477 491
478/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
480 */ 494 */
481 495void
482void check_bullet(object *op) 496check_bullet (object *op)
483{ 497{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 498 object *tmp;
486 int dam, mflags; 499 int dam, mflags;
487 mapstruct *m; 500 maptile *m;
488 sint16 sx, sy; 501 sint16 sx, sy;
489 502
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 504
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 506 return;
494 507
495 if (op->other_arch) { 508 if (op->other_arch)
509 {
496 /* explode object will also remove op */ 510 /* explode object will also remove op */
497 explode_bullet (op); 511 explode_bullet (op);
498 return; 512 return;
499 } 513 }
500 514
501 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 516 if (!(mflags & P_IS_ALIVE))
517 return;
503 518
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
505 { 520 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 522 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 525 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 526 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 527 {
514 free_object(op); 528 op->destroy ();
515 return; 529 return;
516 } 530 }
517 } 531 }
518 } 532 }
519 } 533 }
520} 534}
521
522 535
523/* Basically, we move 'op' one square, and if it hits something, 536/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 537 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 538 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 539 * fired arches (eg, bolts).
527 */ 540 */
528 541void
529void move_bullet(object *op) 542move_bullet (object *op)
530{ 543{
531 sint16 new_x, new_y; 544 sint16 new_x, new_y;
532 int mflags; 545 int mflags;
533 mapstruct *m; 546 maptile *m;
534 547
535#if 0 548#if 0
536 /* We need a better general purpose way to do this */ 549 /* We need a better general purpose way to do this */
537 550
538 /* peterm: added to make comet leave a trail of burnouts 551 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 552 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 553 if (op->stats.sp == SP_METEOR)
554 {
541 replace_insert_ob_in_map("fire_trail",op); 555 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 556 if (op->destroyed ())
543 return; 557 return;
544 } /* end addition. */ 558 } /* end addition. */
545#endif 559#endif
546 560
547 /* Reached the end of its life - remove it */ 561 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 562 if (--op->range <= 0)
563 {
549 if (op->other_arch) { 564 if (op->other_arch)
550 explode_bullet (op); 565 explode_bullet (op);
551 } else { 566 else
552 remove_ob (op); 567 op->destroy ();
553 free_object (op); 568
554 }
555 return; 569 return;
556 } 570 }
557 571
558 new_x = op->x + DIRX(op); 572 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 573 new_y = op->y + DIRY (op);
560 m = op->map; 574 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 575 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 576
563 if (mflags & P_OUT_OF_MAP) { 577 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 578 {
565 free_object (op); 579 op->destroy ();
566 return; 580 return;
567 } 581 }
568 582
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 583 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
584 {
570 if (op->other_arch) { 585 if (op->other_arch)
571 explode_bullet (op); 586 explode_bullet (op);
572 } else { 587 else
573 remove_ob (op); 588 op->destroy ();
574 free_object (op); 589
575 }
576 return; 590 return;
577 } 591 }
578 592
579 remove_ob (op); 593 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; 594 return;
584 595
585 if (reflwall (op->map, op->x, op->y, op)) { 596 if (reflwall (op->map, op->x, op->y, op))
597 {
586 op->direction = absdir (op->direction + 4); 598 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 599 update_turn_face (op);
588 } else { 600 }
601 else
589 check_bullet (op); 602 check_bullet (op);
590 }
591} 603}
592
593
594
595 604
596/* fire_bullet 605/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 606 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 607 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 609 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
602 * pointers. 611 * pointers.
603 */ 612 */
604 613int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 614fire_bullet (object *op, object *caster, int dir, object *spob)
615{
606 object *tmp=NULL; 616 object *tmp = NULL;
607 int mflags; 617 int mflags;
608 618
609 if (!spob->other_arch) 619 if (!spob->other_arch)
610 return 0; 620 return 0;
611 621
612 tmp=arch_to_object(spob->other_arch); 622 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 623 if (tmp == NULL)
614 return 0; 624 return 0;
615 625
616 /* peterm: level dependency for bolts */ 626 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 627 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 628 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 629 if (spob->slaying)
630 tmp->slaying = spob->slaying;
620 631
621 tmp->range = 50; 632 tmp->range = 50;
622 633
623 /* Need to store duration/range for the ball to use */ 634 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 635 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 636 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 637 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 638
628 tmp->direction=dir; 639 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 640 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 641 SET_ANIMATION (tmp, dir);
631 642
632 set_owner(tmp,op); 643 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 644 set_spell_skill (op, caster, spob, tmp);
634 645
635 tmp->x=op->x + freearr_x[dir]; 646 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 647 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 648 tmp->map = op->map;
638 649
650 maptile *newmap;
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 652 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp);
642 return 0;
643 } 653 {
654 tmp->destroy ();
655 return 0;
656 }
657
658 tmp->map = newmap;
659
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 660 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
661 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 663 {
664 tmp->destroy ();
647 return 0; 665 return 0;
648 } 666 }
649 tmp->x=op->x; 667
650 tmp->y=op->y; 668 tmp->x = op->x;
669 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 670 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 671 tmp->map = op->map;
653 } 672 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 673
674 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 675 check_bullet (tmp);
656 } 676
657 return 1; 677 return 1;
658} 678}
659
660
661
662 679
663/***************************************************************************** 680/*****************************************************************************
664 * 681 *
665 * CONE RELATED FUNCTIONS 682 * CONE RELATED FUNCTIONS
666 * 683 *
667 *****************************************************************************/ 684 *****************************************************************************/
668 685
669
670/* drops an object based on what is in the cone's "other_arch" */ 686/* drops an object based on what is in the cone's "other_arch" */
687void
671void cone_drop(object *op) { 688cone_drop (object *op)
689{
672 object *new_ob = arch_to_object(op->other_arch); 690 object *new_ob = arch_to_object (op->other_arch);
673 691
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 692 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 693 new_ob->set_owner (op->owner);
678 694
679 /* preserve skill ownership */ 695 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 696 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill); 697 new_ob->skill = op->skill;
682 new_ob->skill = add_refcount(op->skill); 698
683 } 699 new_ob->insert_at (op, op);
684 insert_ob_in_map(new_ob,op->map,op,0);
685
686} 700}
687 701
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 702/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 703
704void
690void move_cone(object *op) { 705move_cone (object *op)
706{
691 int i; 707 int i;
692 tag_t tag;
693 708
694 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 710 if (!op->map)
696 LOG(llevError,"Tried to move_cone object %s without a map.\n",
697 op->name ? op->name : "unknown");
698 op->speed = 0;
699 update_ob_speed (op);
700 return;
701 } 711 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0);
714 return;
715 }
702 716
703 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
719 {
705 hit_map(op,0,op->attacktype,0); 720 hit_map (op, 0, op->attacktype, 0);
706 return; 721 return;
707 } 722 }
708 723
709#if 0 724#if 0
710 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 726 * when their cone dies when they die.
712 */ 727 */
713 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 729 if (op->owner == NULL)
715 remove_ob(op); 730 {
716 free_object(op); 731 op->destroy ();
717 return; 732 return;
718 } 733 }
719#endif 734#endif
720 735
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 736 hit_map (op, 0, op->attacktype, 0);
723 737
724 /* Check to see if we should push anything. 738 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 739 * Spell objects with weight push whatever they encounter to some
726 * degree. 740 * degree.
727 */ 741 */
742 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 743 check_spell_knockback (op);
729 744
730 if (was_destroyed (op, tag)) 745 if (op->destroyed ())
746 return;
747
748 if ((op->duration--) < 0)
749 {
750 op->destroy ();
731 return; 751 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 752 }
738 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 754 * any further. When the duration above expires,
740 * then the object will get removed. 755 * then the object will get removed.
741 */ 756 */
742 if (--op->range < 0) { 757 if (--op->range < 0)
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 } 758 {
759 op->range = 0; /* just so it doesn't wrap */
760 return;
761 }
746 762
747 for(i= -1;i<2;i++) { 763 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 764 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
750 766
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 768 {
753 copy_object(op, tmp); 769 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 770
757 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
758 772
759 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 775
762 if (tmp->other_arch) cone_drop(tmp); 776 op->map->insert (tmp, x, y, op);
763 } 777
778 if (tmp->other_arch)
779 cone_drop (tmp);
780 }
764 } 781 }
765} 782}
766 783
767/* cast_cone: casts a cone spell. 784/* cast_cone: casts a cone spell.
768 * op: person firing the object. 785 * op: person firing the object.
770 * dir: direction to fire in. 787 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 788 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 789 * to fire.
773 * returns 0 on failure, 1 on success. 790 * returns 0 on failure, 1 on success.
774 */ 791 */
792int
775int cast_cone(object *op, object *caster,int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
776{ 794{
777 object *tmp; 795 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 796 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 797 maptile *m;
780 sint16 sx, sy; 798 sint16 sx, sy;
781 MoveType movetype; 799 MoveType movetype;
782 800
783 if (!spell->other_arch) return 0; 801 if (!spell->other_arch)
784
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
786 op->attacktype & AT_TURN_UNDEAD) {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!");
789 return 0; 802 return 0;
803
804 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
790 } 805 {
806 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
807 return 0;
808 }
791 809
792 if(!dir) { 810 if (!dir)
793 range_min= 0;
794 range_max=8;
795 } 811 {
812 range_min = 0;
813 range_max = 8;
814 }
796 815
797 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 818 * insert it into is blocked.
800 */ 819 */
801 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
802 821
803 for(i=range_min;i<=range_max;i++) { 822 for (i = range_min; i <= range_max; i++)
823 {
804 sint16 x,y, d; 824 sint16 x, y, d;
805 825
806 /* We can't use absdir here, because it never returns 826 /* 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 827 * 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 828 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 829 * to hit that person.
810 */ 830 */
811 d = dir + i; 831 d = dir + i;
812 while (d < 0) d+=8; 832 while (d < 0)
813 while (d > 8) d-=8; 833 d += 8;
834 while (d > 8)
835 d -= 8;
814 836
815 /* If it's not a rune, we don't want to blast the caster. 837 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified, 838 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 839 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 840 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 841 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 842 * for the rune code.
821 */ 843 */
822 if (caster->type != RUNE && d==0) { 844 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8; 845 {
824 else continue; 846 if (dir != 0)
825 } 847 d = 8;
848 else
849 continue;
850 }
826 851
827 x = op->x+freearr_x[d]; 852 x = op->x + freearr_x[d];
828 y = op->y+freearr_y[d]; 853 y = op->y + freearr_y[d];
829 854
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 855 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 856 continue;
832 857
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 859 continue;
835 860
836 success=1; 861 success = 1;
837 tmp=arch_to_object(spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 863 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 865 tmp->level = caster_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 866 tmp->attacktype = spell->attacktype;
844 867
845 /* holy word stuff */ 868 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 870 if (!tailor_god_spell (tmp, op))
848 } 871 return 0;
849 872
850 if(dir) 873 if (dir)
851 tmp->stats.sp=dir; 874 tmp->stats.sp = dir;
852 else 875 else
853 tmp->stats.sp=i; 876 tmp->stats.sp = i;
854 877
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 878 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 879
857 /* If casting it in all directions, it doesn't go as far */ 880 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 881 if (dir == 0)
882 {
859 tmp->range /= 4; 883 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 884 if (tmp->range < 2 && spell->range >= 2)
861 } 885 tmp->range = 2;
886 }
887
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 888 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 889 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 890
865 /* Special bonus for fear attacks */ 891 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 892 if (tmp->attacktype & AT_FEAR)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 893 {
868 else 894 if (caster->type == PLAYER)
895 tmp->duration += fear_bonus[caster->stats.Cha];
896 else
869 tmp->duration += caster->level/3; 897 tmp->duration += caster->level / 3;
870 } 898 }
899
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 900 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 901 {
873 else 902 if (caster->type == PLAYER)
903 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
904 else
874 tmp->duration += caster->level/3; 905 tmp->duration += caster->level / 3;
875 } 906 }
876 907
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
880 spell->other_arch->name);
881 910
882 if (!tmp->move_on && tmp->stats.dam) { 911 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
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);
888 913
914 m->insert (tmp, sx, sy, op);
915
889 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 917 * a single space too many times.
891 */ 918 */
892 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
893 920
894 if(tmp->other_arch) cone_drop(tmp); 921 if (tmp->other_arch)
922 cone_drop (tmp);
895 } 923 }
924
896 return success; 925 return success;
897} 926}
898 927
899/**************************************************************************** 928/****************************************************************************
900 * 929 *
901 * BOMB related code 930 * BOMB related code
902 * 931 *
903 ****************************************************************************/ 932 ****************************************************************************/
904 933
905
906/* This handles an exploding bomb. 934/* This handles an exploding bomb.
907 * op is the original bomb object. 935 * op is the original bomb object.
908 */ 936 */
937void
909void animate_bomb(object *op) { 938animate_bomb (object *op)
939{
910 int i; 940 int i;
911 object *env, *tmp; 941 object *env, *tmp;
912 archetype *at;
913 942
914 if(op->state!=NUM_ANIMATIONS(op)-1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
915 return; 944 return;
916 945
917
918 env = object_get_env_recursive(op); 946 env = object_get_env_recursive (op);
919 947
920 if (op->env) { 948 if (op->env)
949 {
921 if (env->map == NULL) 950 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(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; 951 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955
956 if (!(op = op->insert_at (env, op)))
957 return;
942 } 958 }
943 959
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961 // on a safe map. I don't like this special casing, but it seems to be neccessary
962 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
964 {
965 op->destroy ();
966 return;
967 }
968
944 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 971 * so just set up the appropriate values.
947 */ 972 */
948 at = find_archetype(SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 974 {
950 for(i=1;i<9;i++) { 975 for (i = 1; i < 9; i++)
976 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 978 continue;
979
953 tmp = arch_to_object(at); 980 tmp = arch_to_object (at);
954 tmp->direction = i; 981 tmp->direction = i;
955 tmp->range = op->range; 982 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 984 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 986 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 987 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 988 tmp->skill = op->skill;
962 tmp->skill = add_refcount(op->skill); 989
990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
991 SET_ANIMATION (tmp, i);
992
993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
994 move_bullet (tmp);
995 }
963 } 996 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i);
966 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp);
970 }
971 }
972 997
973 explode_bullet(op); 998 explode_bullet (op);
974} 999}
975 1000
1001int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1002create_bomb (object *op, object *caster, int dir, object *spell)
1003{
977 1004
978 object *tmp; 1005 object *tmp;
979 int mflags; 1006 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1008 maptile *m;
982 1009
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1010 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)) { 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1014 return 0;
987 } 1015 }
988 tmp=arch_to_object(spell->other_arch); 1016 tmp = arch_to_object (spell->other_arch);
989 1017
990 /* level dependencies for bomb */ 1018 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
995 1023
996 set_owner(tmp,op); 1024 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1026
999 tmp->y=dy; 1027 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1028 return 1;
1002} 1029}
1003 1030
1004/**************************************************************************** 1031/****************************************************************************
1005 * 1032 *
1006 * smite related spell code. 1033 * smite related spell code.
1014 * dir is the direction to look in. 1041 * dir is the direction to look in.
1015 * range is how far out to look. 1042 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1018 */ 1045 */
1019 1046object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1047get_pointed_target (object *op, int dir, int range, int type)
1048{
1021 object *target; 1049 object *target;
1022 sint16 x,y; 1050 sint16 x, y;
1023 int dist, mflags; 1051 int dist, mflags;
1024 mapstruct *mp; 1052 maptile *mp;
1025 1053
1026 if (dir==0) return NULL; 1054 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1055 return NULL;
1048}
1049 1056
1057 for (dist = 1; dist < range; dist++)
1058 {
1059 x = op->x + freearr_x[dir] * dist;
1060 y = op->y + freearr_y[dir] * dist;
1061 mp = op->map;
1062 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1063
1064 if (mflags & P_OUT_OF_MAP)
1065 return NULL;
1066 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1067 return NULL;
1068 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1069 return NULL;
1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1071 return NULL;
1072
1073 if (mflags & P_IS_ALIVE)
1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1076 return target;
1077 }
1078
1079 return NULL;
1080}
1050 1081
1051/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1053 * usual params - 1084 * usual params -
1054 * op = player 1085 * op = player
1055 * caster = object casting the spell. 1086 * caster = object casting the spell.
1056 * dir = direction being cast 1087 * dir = direction being cast
1057 * spell = spell object 1088 * spell = spell object
1058 */ 1089 */
1059 1090
1091int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{
1061 object *effect, *target; 1094 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1095 object *god = find_god (determine_god (op));
1063 int range; 1096 int range;
1064 1097
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1098 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1099 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1100
1068 /* Bunch of conditions for casting this spell. Note that only 1101 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1102 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1103 * 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 1104 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1105 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1106 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1107 * can't be friendly to your god.
1075 */ 1108 */
1076 1109
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1111 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1112 || (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))) { 1113 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1115 return 0;
1083 } 1116 }
1084 1117
1085 if (spell->other_arch) 1118 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1087 else 1120 else
1088 return 0; 1121 return 0;
1089 1122
1090 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1124 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 {
1094 if(tailor_god_spell(effect,op)) 1128 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1129 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 { 1130 else
1131 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1133 return 0;
1100 } 1134 }
1101 } 1135 }
1102 1136
1103 /* size of the area of destruction */ 1137 /* size of the area of destruction */
1104 effect->range=spell->range + 1138 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1139 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1140
1109 if (effect->attacktype & AT_DEATH) { 1141 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1142 {
1111 SP_level_dam_adjust(caster,spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1144
1113 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1147 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1148 if (random_roll (0, 2, op, PREFER_LOW))
1149 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1151 effect->x = op->x;
1118 effect->y=op->y; 1152 effect->y = op->y;
1119 } else { 1153 }
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1154 else
1121 query_name(target)); 1155 {
1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1122 target->stats.hp = target->stats.maxhp*2; 1157 target->stats.hp = target->stats.maxhp * 2;
1123 free_object(effect); 1158 effect->destroy ();
1124 return 0; 1159 return 0;
1160 }
1161 }
1125 } 1162 }
1126 } 1163 else
1127 } else { 1164 {
1128 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1166 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1167 }
1132 1168
1133 set_owner(effect,op); 1169 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1135 1171
1136 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1173 effect->insert_at (target, op);
1138 effect->y=target->y; 1174
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1175 return 1;
1142} 1176}
1143 1177
1144 1178
1145/**************************************************************************** 1179/****************************************************************************
1146 * 1180 *
1148 * note that the fire_bullet is used to fire the missile. The 1182 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1183 * code here is just to move the missile.
1150 ****************************************************************************/ 1184 ****************************************************************************/
1151 1185
1152/* op is a missile that needs to be moved */ 1186/* op is a missile that needs to be moved */
1187void
1153void move_missile(object *op) { 1188move_missile (object *op)
1189{
1154 int i, mflags; 1190 int i, mflags;
1155 object *owner; 1191 object *owner;
1156 sint16 new_x, new_y; 1192 sint16 new_x, new_y;
1157 mapstruct *m; 1193 maptile *m;
1158 1194
1159 if (op->range-- <=0) { 1195 if (op->range-- <= 0)
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 } 1196 {
1197 op->destroy ();
1198 return;
1199 }
1164 1200
1165 owner = get_owner(op); 1201 owner = op->owner;
1166#if 0 1202#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by 1203 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive 1204 * monster that are then killed would continue to survive
1169 */ 1205 */
1170 if (owner == NULL) { 1206 if (owner == NULL)
1171 remove_ob(op); 1207 {
1172 free_object(op); 1208 op->destroy ();
1173 return; 1209 return;
1174 } 1210 }
1175#endif 1211#endif
1176 1212
1177 new_x = op->x + DIRX(op); 1213 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1214 new_y = op->y + DIRY (op);
1179 1215
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1181 1217
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)))) { 1218 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; 1219 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1220 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1221 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1222 * we need to remove it if someone hasn't already done so.
1188 */ 1223 */
1189 if ( ! was_destroyed (op, tag)) { 1224 if (!op->destroyed ())
1190 remove_ob (op); 1225 op->destroy ();
1191 free_object(op);
1192 }
1193 return;
1194 }
1195 1226
1196 remove_ob(op); 1227 return;
1228 }
1229
1230 op->remove ();
1231
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op);
1199 return;
1200 } 1233 {
1201 op->x = new_x; 1234 op->destroy ();
1202 op->y = new_y; 1235 return;
1203 op->map = m; 1236 }
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1237
1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1205 if(i > 0 && i != op->direction){ 1239 if (i > 0 && i != op->direction)
1240 {
1206 op->direction=i; 1241 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1208 } 1243 }
1209 insert_ob_in_map(op,op->map,op,0); 1244
1245 m->insert (op, new_x, new_y, op);
1210} 1246}
1211 1247
1212/**************************************************************************** 1248/****************************************************************************
1213 * Destruction 1249 * Destruction
1214 ****************************************************************************/ 1250 ****************************************************************************/
1251
1215/* make_object_glow() - currently only makes living objects glow. 1252/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1253 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1220 */ 1257 */
1221 1258int
1222int make_object_glow(object *op, int radius, int time) { 1259make_object_glow (object *op, int radius, int time)
1223 object *tmp; 1260{
1224
1225 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1263 return 0;
1228 1264
1229 tmp=get_archetype(FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1267 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1269 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1272
1237 tmp->x=op->x;
1238 tmp->y=op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1241 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1243 1277
1244 if(!tmp->env||op!=tmp->env) {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1246 op->name);
1247 return 0;
1248 }
1249 return 1; 1278 return 1;
1250} 1279}
1251 1280
1252 1281int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1282cast_destruction (object *op, object *caster, object *spell_ob)
1283{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1285 sint16 sx, sy;
1258 mapstruct *m; 1286 maptile *m;
1259 object *tmp; 1287 object *tmp;
1260 const char *skill; 1288 const char *skill;
1261 1289
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1290 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1291 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1292 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1293 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1294 friendly = 1;
1266 1295
1267 /* destruction doesn't use another spell object, so we need 1296 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1297 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1298 * 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 1299 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1300 * the full share string/free_string route.
1272 */ 1301 */
1273 skill = op->skill; 1302 skill = op->skill;
1303 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1304 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1305 else if (caster->skill)
1306 op->skill = caster->skill;
1307 else
1276 else op->skill = NULL; 1308 op->skill = NULL;
1277 1309
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1279 1311
1280 for(i= -range; i<range; i++) { 1312 for (i = -range; i < range; i++)
1313 {
1281 for(j=-range; j<range ; j++) { 1314 for (j = -range; j < range; j++)
1315 {
1282 m = op->map; 1316 m = op->map;
1283 sx = op->x + i; 1317 sx = op->x + i;
1284 sy = op->y + j; 1318 sy = op->y + j;
1319
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1321 if (mflags & P_OUT_OF_MAP)
1322 continue;
1323
1287 if (mflags & P_IS_ALIVE) { 1324 if (mflags & P_IS_ALIVE)
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1325 {
1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1290 } 1328 break;
1291 if (tmp) {
1292 if (tmp->head) tmp=tmp->head;
1293 1329
1330 if (tmp)
1331 {
1332 if (tmp->head)
1333 tmp = tmp->head;
1334
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1335 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1337 {
1338 if (spell_ob->subtype == SP_DESTRUCTION)
1339 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1341 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1300 tmp->x = sx; 1343 }
1301 tmp->y = sy; 1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1302 insert_ob_in_map(tmp, m, op, 0); 1345 {
1303 }
1304 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1306 tmp->resist[ATNR_MAGIC]!=100) {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1309 effect->x = sx; 1348 }
1310 effect->y = sy; 1349 }
1311 insert_ob_in_map(effect, m, op, 0); 1350 }
1312 } 1351 }
1313 } 1352 }
1314 }
1315 }
1316 } 1353 }
1317 } 1354
1318 }
1319 op->skill = skill; 1355 op->skill = skill;
1320 return 1; 1356 return 1;
1321} 1357}
1322 1358
1323/*************************************************************************** 1359/***************************************************************************
1324 * 1360 *
1325 * CURSE 1361 * CURSE
1326 * 1362 *
1327 ***************************************************************************/ 1363 ***************************************************************************/
1328 1364
1365int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1366cast_curse (object *op, object *caster, object *spell_ob, int dir)
1367{
1330 object *god = find_god(determine_god(op)); 1368 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1369 object *tmp, *force;
1332 1370
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1371 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1372 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 } 1373 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1375 return 0;
1376 }
1340 1377
1341 /* If we've already got a force of this type, don't add a new one. */ 1378 /* 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) { 1379 for (force = tmp->inv; force != NULL; force = force->below)
1380 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1382 {
1344 if (force->name == spell_ob->name) { 1383 if (force->name == spell_ob->name)
1345 break; 1384 {
1346 } 1385 break;
1386 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1387 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1388 {
1349 "You can not cast %s while %s is in effect", 1389 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); 1390 return 0;
1351 return 0; 1391 }
1392 }
1352 } 1393 }
1353 }
1354 }
1355 1394
1356 if(force==NULL) { 1395 if (force == NULL)
1396 {
1357 force=get_archetype(FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race) 1399 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1400 force->name = spell_ob->race;
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else { 1401 else
1402 force->name = spell_ob->name;
1403
1404 force->name_pl = spell_ob->name;
1405
1406 }
1407 else
1408 {
1368 int duration; 1409 int duration;
1369 1410
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1411 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1412 if (duration > force->duration)
1413 {
1372 force->duration = duration; 1414 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1415 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1374 } else { 1416 }
1417 else
1418 {
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1420 }
1377 return 1; 1421 return 1;
1378 } 1422 }
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1423 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1424 force->speed = 1.f;
1381 force->speed_left = -1.0; 1425 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1426 SET_FLAG (force, FLAG_APPLIED);
1383 1427
1384 if(god) { 1428 if (god)
1429 {
1385 if (spell_ob->last_grace) 1430 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1431 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1432 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1433 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1434 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); 1435 }
1391 } else 1436 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1438
1394 1439
1395 if(tmp!=op && op->type==PLAYER) 1440 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1441 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1442
1398 force->stats.ac = spell_ob->stats.ac; 1443 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1444 force->stats.wc = spell_ob->stats.wc;
1400 1445
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1446 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1447 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1448 tmp->update_stats ();
1404 return 1; 1449 return 1;
1405 1450
1406} 1451}
1407
1408 1452
1409/********************************************************************** 1453/**********************************************************************
1410 * mood change 1454 * mood change
1411 * Arguably, this may or may not be an attack spell. But since it 1455 * 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 1456 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1457 ***********************************************************************/
1414 1458
1415/* This covers the various spells that change the moods of monsters - 1459/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1460 * makes them angry, peacful, friendly, etc.
1417 */ 1461 */
1462int
1418int mood_change(object *op, object *caster, object *spell) { 1463mood_change (object *op, object *caster, object *spell)
1464{
1419 object *tmp, *god, *head; 1465 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1466 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1467 sint16 x, y, nx, ny;
1422 mapstruct *m; 1468 maptile *m;
1423 const char *race; 1469 const char *race;
1424 1470
1425 /* We precompute some values here so that we don't have to keep 1471 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1472 * doing it over and over again.
1427 */ 1473 */
1428 god=find_god(determine_god(op)); 1474 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1475 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1476 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1477
1432 /* On the bright side, no monster should ever have a race of GOD_... 1478 /* 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 1479 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1480 * won't ever match anything.
1435 */ 1481 */
1436 if (!spell->race) race=NULL; 1482 if (!spell->race)
1483 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1484 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1485 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1486 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1487 race = god->race;
1488 else
1439 else race = spell->race; 1489 race = spell->race;
1440
1441 1490
1442 for (x = op->x - range; x <= op->x + range; x++) 1491 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1492 for (y = op->y - range; y <= op->y + range; y++)
1444 1493 {
1445 done_one=0; 1494 done_one = 0;
1446 m = op->map; 1495 m = op->map;
1447 nx = x; 1496 nx = x;
1448 ny = y; 1497 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1498 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1499 if (mflags & P_OUT_OF_MAP)
1500 continue;
1451 1501
1452 /* If there is nothing living on this space, no need to go further */ 1502 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1503 if (!(mflags & P_IS_ALIVE))
1504 continue;
1454 1505
1506 // players can only affect spaces that they can actually see
1507 if (caster && caster->contr
1508 && caster->contr->visibility_at (m, nx, ny) < 70)
1509 continue;
1510
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1511 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1512 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1513 break;
1457 1514
1458 /* There can be living objects that are not monsters */ 1515 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1516 if (!tmp || tmp->type == PLAYER)
1517 continue;
1460 1518
1461 /* Only the head has meaningful data, so resolve to that */ 1519 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1520 if (tmp->head)
1463 else head=tmp; 1521 head = tmp->head;
1522 else
1523 head = tmp;
1464 1524
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1525 /* 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; 1526 if (race && head->race && !strstr (race, head->race))
1527 continue;
1528
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1529 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1530 continue;
1468 1531
1469 /* Now do a bunch of stuff related to saving throws */ 1532 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1533 best_at = -1;
1471 if (spell->attacktype) { 1534 if (spell->attacktype)
1535 {
1472 for (at=0; at < NROFATTACKS; at++) 1536 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1537 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1538 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1539 best_at = at;
1475 1540
1476 if (best_at == -1) at=0; 1541 if (best_at == -1)
1542 at = 0;
1477 else { 1543 else
1544 {
1478 if (head->resist[best_at] == 100) continue; 1545 if (head->resist[best_at] == 100)
1479 else at = head->resist[best_at] / 5; 1546 continue;
1480 } 1547 else
1548 at = head->resist[best_at] / 5;
1549 }
1481 at -= level / 5; 1550 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1551 if (did_make_save (head, head->level, at))
1483 } 1552 continue;
1553 }
1484 else /* spell->attacktype */ 1554 else /* spell->attacktype */
1555 {
1485 /* 1556 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1557 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1558 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1559 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1560
1490 The chance will then be in the range [20-70] percent, not too bad. 1561 The chance will then be in the range [20-70] percent, not too bad.
1491 1562
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1563 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1564 charm a level 125 monster...
1494 1565
1495 Ryo, august 14th 1566 Ryo, august 14th
1496 */ 1567 */
1497 {
1498 if ( head->level > level ) continue; 1568 if (head->level > level)
1569 continue;
1570
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1571 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1572 /* Failed, no effect */
1501 continue; 1573 continue;
1502 } 1574 }
1503 1575
1504 /* Done with saving throw. Now start effecting the monster */ 1576 /* Done with saving throw. Now start affecting the monster */
1505 1577
1506 /* aggravation */ 1578 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1579 if (QUERY_FLAG (spell, FLAG_MONSTER))
1580 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1581 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1582 remove_friendly_object (head);
1583 done_one = 1;
1584 head->enemy = op;
1585 }
1511 1586
1512 done_one = 1;
1513 head->enemy = op;
1514 }
1515
1516 /* calm monsters */ 1587 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1588 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1589 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1590 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1591 head->enemy = NULL;
1520 done_one = 1; 1592 done_one = 1;
1521 } 1593 }
1522 1594
1523 /* berserk monsters */ 1595 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1596 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1597 {
1525 SET_FLAG(head, FLAG_BERSERK); 1598 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1599 done_one = 1;
1527 } 1600 }
1601
1528 /* charm */ 1602 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1603 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1530 SET_FLAG(head, FLAG_FRIENDLY); 1604 {
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1606 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. */ 1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1609 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1611 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1612 head->attack_movement = PETMOVE;
1539 done_one = 1; 1613 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1614 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1615 head->stats.exp = 0;
1542 } 1616 }
1543 1617
1544 /* If a monster was effected, put an effect in */ 1618 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1619 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1621 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1622
1553 return 1; 1623 return 1;
1554} 1624}
1555 1625
1556 1626
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1627/* 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 1628 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1629 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1630 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1631 * note that duration is handled by process_object() in time.c
1562 */ 1632 */
1563 1633
1634void
1564void move_ball_spell(object *op) { 1635move_ball_spell (object *op)
1636{
1565 int i,j,dam_save,dir, mflags; 1637 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1638 sint16 nx, ny, hx, hy;
1567 object *owner; 1639 object *owner;
1568 mapstruct *m; 1640 maptile *m;
1569 1641
1570 owner = get_owner(op); 1642 owner = op->owner;
1571 1643
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1644 /* 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 1645 * 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 1646 * 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 1647 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1648 * deviations.
1577 */ 1649 */
1578 1650
1579 dir = 0; 1651 dir = 0;
1580 if(!(rndm(0, 3))) 1652 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1653 j = rndm (0, 1);
1582 else j=0; 1654 else
1655 j = 0;
1583 1656
1584 for(i = 1; i < 9; i++) { 1657 for (i = 1; i < 9; i++)
1658 {
1585 /* i bit 0: alters sign of offset 1659 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1660 * other bits (i / 2): absolute value of offset
1587 */ 1661 */
1588 1662
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1663 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1664 int tmpdir = absdir (op->direction + offset);
1591 1665
1592 nx = op->x + freearr_x[tmpdir]; 1666 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1667 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1668 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)))) { 1669 {
1596 dir = tmpdir; 1670 dir = tmpdir;
1597 break; 1671 break;
1598 } 1672 }
1599 } 1673 }
1600 if (dir == 0) { 1674 if (dir == 0)
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 } 1675 {
1676 nx = op->x;
1677 ny = op->y;
1678 m = op->map;
1679 }
1605 1680
1606 remove_ob(op); 1681 m->insert (op, nx, ny, op);
1607 op->y=ny; 1682
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 1683 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1684 surrounding squares */
1613 1685
1614 /* loop over current square and neighbors to hit. 1686 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1687 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1688 * the surround spaces.
1617 */ 1689 */
1618 for(j=0;j<9;j++) { 1690 for (j = 0; j < 9; j++)
1619 object *new_ob; 1691 {
1620
1621 hx = nx+freearr_x[j]; 1692 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1693 hy = ny + freearr_y[j];
1623 1694
1624 m = op->map; 1695 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1697
1627 if (mflags & P_OUT_OF_MAP) continue; 1698 if (mflags & P_OUT_OF_MAP)
1699 continue;
1628 1700
1629 /* first, don't ever, ever hit the owner. Don't hit out 1701 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1702 * of the map either.
1631 */ 1703 */
1632 1704
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1705 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1634 if(j) op->stats.dam = dam_save/2; 1706 {
1707 if (j)
1708 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1709 hit_map (op, j, op->attacktype, 1);
1636 1710
1637 } 1711 }
1638 1712
1639 /* insert the other arch */ 1713 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1714 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); 1715 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 } 1716 }
1647 1717
1648 /* restore to the center location and damage*/ 1718 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1719 op->stats.dam = dam_save;
1650 1720
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1721 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1722
1653 if(i>=0) { /* we have a preferred direction! */ 1723 if (i >= 0)
1724 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1725 /* 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 || 1726 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))) { 1727 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1728 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1729
1659 op->direction=i; 1730 op->direction = i;
1660 } 1731 }
1661} 1732}
1662 1733
1663 1734
1664/* move_swarm_spell: peterm 1735/* move_swarm_spell: peterm
1667 * is a special type of object that casts swarms of other types 1738 * 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 1739 * 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. 1740 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1741 */
1671 1742
1743void
1672void move_swarm_spell(object *op) 1744move_swarm_spell (object *op)
1673{ 1745{
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 1746#if 0
1696 // this is bogus: it causes wrong places to be checked below 1747 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 1748 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 1749 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1750 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1751 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 1752#endif
1753 int basedir;
1754 object *owner;
1743 1755
1756 owner = op->owner;
1757 if (op->duration == 0 || owner == NULL)
1758 {
1759 op->destroy ();
1760 return;
1761 }
1762
1763 op->duration--;
1764
1765 basedir = op->direction;
1766 if (basedir == 0)
1767 {
1768 /* spray in all directions! 8) */
1769 basedir = rndm (1, 8);
1770 }
1771
1772#if 0
1773 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and
1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1776 // space.
1777 // should be fixed later, but correctness before features...
1778 // (schmorp)
1779
1780 /* new offset calculation to make swarm element distribution
1781 * more uniform
1782 */
1783 if (op->duration)
1784 {
1785 if (basedir & 1)
1786 {
1787 adjustdir = cardinal_adjust[rndm (0, 8)];
1788 }
1789 else
1790 {
1791 adjustdir = diagonal_adjust[rndm (0, 9)];
1792 }
1793 }
1794 else
1795 {
1796 adjustdir = 0; /* fire the last one from forward. */
1797 }
1798
1799 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1800 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1801
1802 /* back up one space so we can hit point-blank targets, but this
1803 * necessitates extra out_of_map check below
1804 */
1805 origin_x = target_x - freearr_x[basedir];
1806 origin_y = target_y - freearr_y[basedir];
1807
1808
1744 /* spell pointer is set up for the spell this casts. Since this 1809 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1810 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1811 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1812 * do some sanity checking anyways.
1748 */ 1813 */
1814
1815 if (op->spell && op->spell->type == SPELL &&
1816 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1817 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1749 1818 {
1819
1820 /* Bullet spells have a bunch more customization that needs to be done */
1821 if (op->spell->subtype == SP_BULLET)
1822 fire_bullet (owner, op, basedir, op->spell);
1823 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1824 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1825 }
1826#endif
1827
1828 /* spell pointer is set up for the spell this casts. Since this
1829 * should just be a pointer to the spell in some inventory,
1830 * it is unlikely to disappear by the time we need it. However,
1831 * do some sanity checking anyways.
1832 */
1833
1750 if (op->spell && op->spell->type == SPELL) 1834 if (op->spell && op->spell->type == SPELL)
1751 { 1835 {
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1836 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1840 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1757 } 1841 }
1758} 1842}
1759 1843
1760 1844
1761 1845
1762 1846
1770 * dir: the direction everything will be fired in 1854 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1855 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1856 * n: the number to be fired.
1773 */ 1857 */
1774 1858
1859int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1860fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1861{
1777 object *tmp; 1862 object *tmp;
1778 int i; 1863 int i;
1779 1864
1780 if (!spell->other_arch) return 0; 1865 if (!spell->other_arch)
1866 return 0;
1781 1867
1782 tmp=get_archetype(SWARM_SPELL); 1868 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.*/ 1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1786 set_spell_skill(op, caster, spell, tmp); 1870 set_spell_skill (op, caster, spell, tmp);
1787 1871
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1873 tmp->spell = arch_to_object (spell->other_arch);
1790 1874
1791 tmp->attacktype = tmp->spell->attacktype; 1875 tmp->attacktype = tmp->spell->attacktype;
1792 1876
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1878 if (!tailor_god_spell (tmp, op))
1795 return 1; 1879 return 1;
1796 } 1880
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1881 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1882 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1884
1801 tmp->direction=dir; 1885 tmp->direction = dir;
1802 tmp->invisible=1; 1886 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1887
1888 tmp->insert_at (op, op);
1804 return 1; 1889 return 1;
1805} 1890}
1806 1891
1807 1892
1808/* See the spells documentation file for why this is its own 1893/* See the spells documentation file for why this is its own
1809 * function. 1894 * function.
1810 */ 1895 */
1896int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1897cast_light (object *op, object *caster, object *spell, int dir)
1898{
1812 object *target=NULL,*tmp=NULL; 1899 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1900 sint16 x, y;
1814 int dam, mflags; 1901 int dam, mflags;
1815 mapstruct *m; 1902 maptile *m;
1816 1903
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1904 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1905
1819 if(!dir) { 1906 if (!dir)
1907 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1908 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 1909 return 0;
1822 } 1910 }
1823 1911
1824 x=op->x+freearr_x[dir]; 1912 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1913 y = op->y + freearr_y[dir];
1826 m = op->map; 1914 m = op->map;
1827 1915
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1916 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1917
1830 if (mflags & P_OUT_OF_MAP) { 1918 if (mflags & P_OUT_OF_MAP)
1919 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1921 return 0;
1833 } 1922 }
1834 1923
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1924 if (mflags & P_IS_ALIVE && spell->attacktype)
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1925 {
1926 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1927 if (QUERY_FLAG (target, FLAG_MONSTER))
1928 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1929 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head; 1930 if (target->head)
1931 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1932 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1933 return 1; /* one success only! */
1934 }
1842 } 1935 }
1843 }
1844 1936
1845 /* no live target, perhaps a wall is in the way? */ 1937 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1938 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1939 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1940 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1941 return 0;
1849 } 1942 }
1850 1943
1851 /* ok, looks groovy to just insert a new light on the map */ 1944 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 1945 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1946 if (!tmp)
1947 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1948 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1949 return 0;
1856 } 1950 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1951 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 1952 if (tmp->glow_radius)
1953 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1954 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; 1955 if (tmp->glow_radius > MAX_LIGHT_RADII)
1956 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 1957 }
1862 tmp->x=x; 1958
1863 tmp->y=y; 1959 m->insert (tmp, x, y, op);
1864 insert_ob_in_map(tmp,m,op,0);
1865 return 1; 1960 return 1;
1866} 1961}
1867 1962
1868 1963
1869 1964
1870 1965
1873 * op is the player/monster, caster is the object, dir is the direction 1968 * 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 1969 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
1876 */ 1971 */
1877 1972
1973int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1974cast_cause_disease (object *op, object *caster, object *spell, int dir)
1975{
1879 sint16 x,y; 1976 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1977 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1978 object *walk;
1882 mapstruct *m; 1979 maptile *m;
1883 1980
1884 x = op->x; 1981 x = op->x;
1885 y = op->y; 1982 y = op->y;
1886 1983
1887 /* If casting from a scroll, no direction will be available, so refer to the 1984 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 1985 * direction the player is pointing.
1889 */ 1986 */
1987 if (!dir)
1890 if (!dir) dir=op->facing; 1988 dir = op->facing;
1989 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1990 return 0; /* won't find anything if casting on ourself, so just return */
1892 1991
1893 /* Calculate these once here */ 1992 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 1994 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 1995 dur_mod = SP_level_duration_adjust (caster, spell);
1897 1996
1898 /* search in a line for a victim */ 1997 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 1998 for (i = 1; i < range; i++)
1999 {
1900 x = op->x + i * freearr_x[dir]; 2000 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2001 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2002 m = op->map;
1903 2003
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2004 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2005
1906 if (mflags & P_OUT_OF_MAP) return 0; 2006 if (mflags & P_OUT_OF_MAP)
2007 return 0;
1907 2008
1908 /* don't go through walls - presume diseases are airborne */ 2009 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2010 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2011 return 0;
1910 2012
1911 /* Only bother looking on this space if there is something living here */ 2013 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 2014 if (mflags & P_IS_ALIVE)
2015 {
1913 /* search this square for a victim */ 2016 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2017 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 */ 2018 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2019 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 2020 object *disease = arch_to_object (spell->other_arch);
1917 2021
1918 set_owner(disease,op); 2022 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2023 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2024 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2025 disease->level = caster_level (caster, spell);
1922 2026
1923 /* do level adjustments */ 2027 /* do level adjustments */
1924 if(disease->stats.wc) 2028 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2029 disease->stats.wc += dur_mod / 2;
1926 2030
1927 if(disease->magic> 0) 2031 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2032 disease->magic += dur_mod / 4;
1929 2033
1930 if(disease->stats.maxhp>0) 2034 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
1932 2036
1933 if(disease->stats.maxgrace>0) 2037 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2038 disease->stats.maxgrace += dur_mod;
1935 2039
1936 if(disease->stats.dam) { 2040 if (disease->stats.dam)
1937 if(disease->stats.dam > 0) 2041 {
1938 disease->stats.dam += dam_mod; 2042 if (disease->stats.dam > 0)
1939 else disease->stats.dam -= dam_mod; 2043 disease->stats.dam += dam_mod;
1940 } 2044 else
2045 disease->stats.dam -= dam_mod;
2046 }
1941 2047
1942 if(disease->last_sp) { 2048 if (disease->last_sp)
1943 disease->last_sp -= 2*dam_mod; 2049 {
1944 if(disease->last_sp <1) disease->last_sp = 1; 2050 disease->last_sp -= 2 * dam_mod;
1945 } 2051 if (disease->last_sp < 1)
2052 disease->last_sp = 1;
2053 }
1946 2054
1947 if(disease->stats.maxsp) { 2055 if (disease->stats.maxsp)
1948 if(disease->stats.maxsp > 0) 2056 {
1949 disease->stats.maxsp += dam_mod; 2057 if (disease->stats.maxsp > 0)
1950 else disease->stats.maxsp -= dam_mod; 2058 disease->stats.maxsp += dam_mod;
1951 } 2059 else
1952 2060 disease->stats.maxsp -= dam_mod;
2061 }
2062
1953 if(disease->stats.ac) 2063 if (disease->stats.ac)
1954 disease->stats.ac += dam_mod; 2064 disease->stats.ac += dam_mod;
1955 2065
1956 if(disease->last_eat) 2066 if (disease->last_eat)
1957 disease->last_eat -= dam_mod; 2067 disease->last_eat -= dam_mod;
1958 2068
1959 if(disease->stats.hp) 2069 if (disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2070 disease->stats.hp -= dam_mod;
1961 2071
1962 if(disease->stats.sp) 2072 if (disease->stats.sp)
1963 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
1964 2074
1965 if(infect_object(walk,disease,1)) { 2075 if (infect_object (walk, disease, 1))
1966 object *flash; /* visual effect for inflicting disease */ 2076 {
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1969 2078
1970 free_object(disease); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1972 flash->x = x; 2081 return 1;
1973 flash->y = y; 2082 }
1974 flash->map = walk->map; 2083
1975 insert_ob_in_map(flash,walk->map,op,0); 2084 disease->destroy ();
1976 return 1; 2085 }
1977 } 2086 } /* if living creature */
1978 free_object(disease); 2087 } /* for range of spaces */
1979 } 2088
1980 } /* if living creature */
1981 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2090 return 1;
1984} 2091}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines