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 1.7 by root, Sun Sep 3 00:18:42 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 1.7 2006/09/03 00:18:42 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
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)
135 return; 137 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); 172 {
173 free_object(op); 173 op->destroy ();
174 return;
175 }
176
177 hit_map (op, 0, op->attacktype, 1);
178
179 if (!op->direction)
180 return;
181
182 if (--op->range < 0)
183 op->range = 0;
184 else
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)
174 return; 192 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 193
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 */ 194 /* 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 195 /* 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 196 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 197 * will be useful.
195 */ 198 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 200 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 202 return;
201 203
202 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 206 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 207 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 208 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 209 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 210 * to the southwest.
209 */ 211 */
210 if(op->direction&1) 212 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 213 op->direction = absdir (op->direction + 4);
212 else { 214 else
215 {
213 int left, right; 216 int left, right;
214 int mflags; 217 int mflags;
215 218
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 219 /* 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 220 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 221 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 222 * op->direction-1 or op->direction+1 does not exist.
220 */ 223 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 224 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); 225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 226
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 228
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 229 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); 230 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)); 231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 232
230 if(left==right) 233 if (left == right)
231 op->direction=absdir(op->direction+4); 234 op->direction = absdir (op->direction + 4);
232 else if(left) 235 else if (left)
233 op->direction=absdir(op->direction+2); 236 op->direction = absdir (op->direction + 2);
234 else if(right) 237 else if (right)
235 op->direction=absdir(op->direction-2); 238 op->direction = absdir (op->direction - 2);
236 } 239 }
240
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 242 return;
239 } 243 }
244 else
240 else { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 246 object *tmp = op->clone ();
242 copy_object(op,tmp); 247
248 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 249 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 251 tmp->duration++;
248 252
249 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 254 * going off in other directions.
251 */ 255 */
252 256 if (rndm (0, 99) < tmp->stats.Dex)
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 258 forklightning (op, tmp);
255 } 259 }
260
256 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
258 */ 263 */
259 op->range = 0; 264 op->range = 0;
260 } /* copy object and move it along */ 265 } /* copy object and move it along */
261 } /* if move bolt 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;
293 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = 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); 314 {
315 tmp->destroy ();
307 return 0; 316 return 0;
308 } 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 }
328
314 tmp->x=op->x; 329 tmp->x = op->x;
315 tmp->y=op->y; 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); 358 {
343 free_object(op); 359 op->destroy ();
344 return; 360 return;
345 } 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)
366 {
349 for(i=1;i<9;i++) { 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 ();
380
360 tmp->state=0; 381 tmp->state = 0;
361 tmp->speed_left= -0.21; 382 tmp->speed_left = -0.21f;
362 tmp->range--; 383 tmp->range--;
363 tmp->value=0; 384 tmp->value = 0;
364 tmp->x=dx; 385
365 tmp->y=dy; 386 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 387 }
368 } 388 }
369 } 389 }
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;
406 }
407
408 if (op->env)
409 {
410 object *env = object_get_env_recursive (op);
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
412 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy ();
415 return;
416 }
417
418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
419 }
420 else if (out_of_map (op->map, op->x, op->y))
421 {
422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
423 op->destroy ();
424 return;
425 }
426
427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
428 // NOTE: If this breaks something important: remove this. I can't think of anything
429 // bad at the moment that might happen from this.
430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
431 {
432 op->destroy ();
433 return;
434 }
435
436 if (op->attacktype)
437 {
438 hit_map (op, 0, op->attacktype, 1);
439 if (op->destroyed ())
386 return; 440 return;
387 } 441 }
388 442
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 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 tmp->skill = op->skill; 447 tmp->skill = op->skill;
431 448
432 owner = get_owner(op); 449 owner = op->owner;
450
433 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))
434 !tailor_god_spell(tmp, owner)) { 452 {
435 remove_ob (op); 453 op->destroy ();
436 free_object (op);
437 return; 454 return;
438 } 455 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 456
442 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
459 {
444 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 461 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 462 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 463 tmp->duration = op->duration;
448 } else { 464 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 465 else
466 {
467 if (op->attacktype & AT_MAGIC)
468 tmp->attacktype |= AT_MAGIC;
469
450 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
454 /* 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 -
455 * the count of the parent should work fine. 475 * the count of the parent should work fine.
456 */ 476 */
457 tmp->stats.maxhp = op->count; 477 tmp->stats.maxhp = op->count;
458 } 478 }
459 479
460 /* Set direction of cone explosion */ 480 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 481 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
463 483
464 /* Prevent recursion */ 484 /* Prevent recursion */
465 op->move_on = 0; 485 op->move_on = 0;
466 486
467 insert_ob_in_map(tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
468 /* remove the firebullet */ 488 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 489 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 490}
474
475
476 491
477/* 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
478 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
479 */ 494 */
480 495void
481void check_bullet(object *op) 496check_bullet (object *op)
482{ 497{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 498 object *tmp;
485 int dam, mflags; 499 int dam, mflags;
486 mapstruct *m; 500 maptile *m;
487 sint16 sx, sy; 501 sint16 sx, sy;
488 502
489 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);
490 504
491 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)))
492 return; 506 return;
493 507
494 if (op->other_arch) { 508 if (op->other_arch)
509 {
495 /* explode object will also remove op */ 510 /* explode object will also remove op */
496 explode_bullet (op); 511 explode_bullet (op);
497 return; 512 return;
498 } 513 }
499 514
500 /* 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 */
501 if (!(mflags & P_IS_ALIVE)) return; 516 if (!(mflags & P_IS_ALIVE))
517 return;
502 518
503 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)
504 { 520 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 522 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 525 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 526 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 527 {
513 free_object(op); 528 op->destroy ();
514 return; 529 return;
515 } 530 }
516 } 531 }
517 } 532 }
518 } 533 }
519} 534}
520
521 535
522/* Basically, we move 'op' one square, and if it hits something, 536/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 537 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 538 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 539 * fired arches (eg, bolts).
526 */ 540 */
527 541void
528void move_bullet(object *op) 542move_bullet (object *op)
529{ 543{
530 sint16 new_x, new_y; 544 sint16 new_x, new_y;
531 int mflags; 545 int mflags;
532 mapstruct *m; 546 maptile *m;
533 547
534#if 0 548#if 0
535 /* We need a better general purpose way to do this */ 549 /* We need a better general purpose way to do this */
536 550
537 /* peterm: added to make comet leave a trail of burnouts 551 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 552 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 553 if (op->stats.sp == SP_METEOR)
554 {
540 replace_insert_ob_in_map("fire_trail",op); 555 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 556 if (op->destroyed ())
542 return; 557 return;
543 } /* end addition. */ 558 } /* end addition. */
544#endif 559#endif
545 560
546 /* Reached the end of its life - remove it */ 561 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 562 if (--op->range <= 0)
563 {
548 if (op->other_arch) { 564 if (op->other_arch)
549 explode_bullet (op); 565 explode_bullet (op);
550 } else { 566 else
551 remove_ob (op); 567 op->destroy ();
552 free_object (op); 568
553 }
554 return; 569 return;
555 } 570 }
556 571
557 new_x = op->x + DIRX(op); 572 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 573 new_y = op->y + DIRY (op);
559 m = op->map; 574 m = op->map;
560 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);
561 576
562 if (mflags & P_OUT_OF_MAP) { 577 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 578 {
564 free_object (op); 579 op->destroy ();
565 return; 580 return;
566 } 581 }
567 582
568 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 {
569 if (op->other_arch) { 585 if (op->other_arch)
570 explode_bullet (op); 586 explode_bullet (op);
571 } else { 587 else
572 remove_ob (op); 588 op->destroy ();
573 free_object (op); 589
574 }
575 return; 590 return;
576 } 591 }
577 592
578 remove_ob (op); 593 if (!(op = m->insert (op, new_x, new_y, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 594 return;
583 595
584 if (reflwall (op->map, op->x, op->y, op)) { 596 if (reflwall (op->map, op->x, op->y, op))
597 {
585 op->direction = absdir (op->direction + 4); 598 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 599 update_turn_face (op);
587 } else { 600 }
601 else
588 check_bullet (op); 602 check_bullet (op);
589 }
590} 603}
591
592
593
594 604
595/* fire_bullet 605/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 606 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 607 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 609 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
601 * pointers. 611 * pointers.
602 */ 612 */
603 613int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 614fire_bullet (object *op, object *caster, int dir, object *spob)
615{
605 object *tmp=NULL; 616 object *tmp = NULL;
606 int mflags; 617 int mflags;
607 618
608 if (!spob->other_arch) 619 if (!spob->other_arch)
609 return 0; 620 return 0;
610 621
611 tmp=arch_to_object(spob->other_arch); 622 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 623 if (tmp == NULL)
613 return 0; 624 return 0;
614 625
615 /* peterm: level dependency for bolts */ 626 /* peterm: level dependency for bolts */
616 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);
617 tmp->attacktype = spob->attacktype; 628 tmp->attacktype = spob->attacktype;
629 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 630 tmp->slaying = spob->slaying;
619 631
620 tmp->range = 50; 632 tmp->range = 50;
621 633
622 /* Need to store duration/range for the ball to use */ 634 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 635 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 636 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 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);
626 638
627 tmp->direction=dir; 639 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 640 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 641 SET_ANIMATION (tmp, dir);
630 642
631 set_owner(tmp,op); 643 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 644 set_spell_skill (op, caster, spob, tmp);
633 645
634 tmp->x=op->x + freearr_x[dir]; 646 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 647 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 648 tmp->map = op->map;
637 649
650 maptile *newmap;
638 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);
639 if (mflags & P_OUT_OF_MAP) { 652 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 653 {
654 tmp->destroy ();
641 return 0; 655 return 0;
642 } 656 }
657
658 tmp->map = newmap;
659
643 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 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 663 {
664 tmp->destroy ();
646 return 0; 665 return 0;
647 } 666 }
667
648 tmp->x=op->x; 668 tmp->x = op->x;
649 tmp->y=op->y; 669 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 670 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 671 tmp->map = op->map;
652 } 672 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 673
674 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 675 check_bullet (tmp);
655 } 676
656 return 1; 677 return 1;
657} 678}
658
659
660
661 679
662/***************************************************************************** 680/*****************************************************************************
663 * 681 *
664 * CONE RELATED FUNCTIONS 682 * CONE RELATED FUNCTIONS
665 * 683 *
666 *****************************************************************************/ 684 *****************************************************************************/
667 685
668
669/* 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
670void cone_drop(object *op) { 688cone_drop (object *op)
689{
671 object *new_ob = arch_to_object(op->other_arch); 690 object *new_ob = arch_to_object (op->other_arch);
672 691
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 692 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 693 new_ob->set_owner (op->owner);
677 694
678 /* preserve skill ownership */ 695 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 696 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 697 new_ob->skill = op->skill;
681 } 698
682 insert_ob_in_map(new_ob,op->map,op,0); 699 new_ob->insert_at (op, op);
683
684} 700}
685 701
686/* 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 */
687 703
704void
688void move_cone(object *op) { 705move_cone (object *op)
706{
689 int i; 707 int i;
690 tag_t tag;
691 708
692 /* 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 */
693 if (! op->map) { 710 if (!op->map)
711 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 713 op->set_speed (0);
697 update_ob_speed (op);
698 return; 714 return;
699 } 715 }
700 716
701 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
719 {
703 hit_map(op,0,op->attacktype,0); 720 hit_map (op, 0, op->attacktype, 0);
704 return; 721 return;
705 } 722 }
706 723
707#if 0 724#if 0
708 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 726 * when their cone dies when they die.
710 */ 727 */
711 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 729 if (op->owner == NULL)
713 remove_ob(op); 730 {
714 free_object(op); 731 op->destroy ();
715 return; 732 return;
716 } 733 }
717#endif 734#endif
718 735
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 736 hit_map (op, 0, op->attacktype, 0);
721 737
722 /* Check to see if we should push anything. 738 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 739 * Spell objects with weight push whatever they encounter to some
724 * degree. 740 * degree.
725 */ 741 */
742 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 743 check_spell_knockback (op);
727 744
728 if (was_destroyed (op, tag)) 745 if (op->destroyed ())
746 return;
747
748 if ((op->duration--) < 0)
749 {
750 op->destroy ();
729 return; 751 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 752 }
736 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 754 * any further. When the duration above expires,
738 * then the object will get removed. 755 * then the object will get removed.
739 */ 756 */
740 if (--op->range < 0) { 757 if (--op->range < 0)
758 {
741 op->range=0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
742 return; 760 return;
743 } 761 }
744 762
745 for(i= -1;i<2;i++) { 763 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 764 {
747 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)];
748 766
749 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))
750 object *tmp=get_object(); 768 {
751 copy_object(op, tmp); 769 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 770
755 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
756 772
757 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 775
776 op->map->insert (tmp, x, y, op);
777
760 if (tmp->other_arch) cone_drop(tmp); 778 if (tmp->other_arch)
779 cone_drop (tmp);
761 } 780 }
762 } 781 }
763} 782}
764 783
765/* cast_cone: casts a cone spell. 784/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 787 * dir: direction to fire in.
769 * 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
770 * to fire. 789 * to fire.
771 * returns 0 on failure, 1 on success. 790 * returns 0 on failure, 1 on success.
772 */ 791 */
792int
773int cast_cone(object *op, object *caster,int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
774{ 794{
775 object *tmp; 795 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 796 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 797 maptile *m;
778 sint16 sx, sy; 798 sint16 sx, sy;
779 MoveType movetype; 799 MoveType movetype;
780 800
781 if (!spell->other_arch) return 0; 801 if (!spell->other_arch)
802 return 0;
782 803
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 804 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 805 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 806 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 807 return 0;
788 } 808 }
789 809
790 if(!dir) { 810 if (!dir)
811 {
791 range_min= 0; 812 range_min = 0;
792 range_max=8; 813 range_max = 8;
793 } 814 }
794 815
795 /* 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
796 * 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
797 * insert it into is blocked. 818 * insert it into is blocked.
798 */ 819 */
799 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
800 821
801 for(i=range_min;i<=range_max;i++) { 822 for (i = range_min; i <= range_max; i++)
823 {
802 sint16 x,y, d; 824 sint16 x, y, d;
803 825
804 /* We can't use absdir here, because it never returns 826 /* We can't use absdir here, because it never returns
805 * 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
806 * 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
807 * to hit that person. 829 * to hit that person.
808 */ 830 */
809 d = dir + i; 831 d = dir + i;
810 while (d < 0) d+=8; 832 while (d < 0)
833 d += 8;
811 while (d > 8) d-=8; 834 while (d > 8)
835 d -= 8;
812 836
813 /* 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.
814 * In that case, we have to see - if dir is specified, 838 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 839 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 840 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 841 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 842 * for the rune code.
819 */ 843 */
820 if (caster->type != RUNE && d==0) { 844 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 845 {
824 846 if (dir != 0)
825 x = op->x+freearr_x[d]; 847 d = 8;
826 y = op->y+freearr_y[d]; 848 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 849 continue;
850 }
830 851
852 x = op->x + freearr_x[d];
853 y = op->y + freearr_y[d];
854
855 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
856 continue;
857
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 859 continue;
833 860
834 success=1; 861 success = 1;
835 tmp=arch_to_object(spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 863 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 865 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 866 tmp->attacktype = spell->attacktype;
842 867
843 /* holy word stuff */ 868 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 870 if (!tailor_god_spell (tmp, op))
846 } 871 return 0;
847 872
848 if(dir) 873 if (dir)
849 tmp->stats.sp=dir; 874 tmp->stats.sp = dir;
850 else 875 else
851 tmp->stats.sp=i; 876 tmp->stats.sp = i;
852 877
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 878 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 879
855 /* 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 */
856 if (dir == 0) { 881 if (dir == 0)
882 {
857 tmp->range /= 4; 883 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 884 if (tmp->range < 2 && spell->range >= 2)
885 tmp->range = 2;
859 } 886 }
887
860 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);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 889 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 890
863 /* Special bonus for fear attacks */ 891 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 892 if (tmp->attacktype & AT_FEAR)
893 {
894 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 895 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 896 else
867 tmp->duration += caster->level/3; 897 tmp->duration += caster->level / 3;
868 } 898 }
899
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 900 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
901 {
902 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 903 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 904 else
872 tmp->duration += caster->level/3; 905 tmp->duration += caster->level / 3;
873 } 906 }
874 907
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
877 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);
878 &spell->other_arch->name);
879 910
880 if (!tmp->move_on && tmp->stats.dam) { 911 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 913
914 m->insert (tmp, sx, sy, op);
915
887 /* 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
888 * a single space too many times. 917 * a single space too many times.
889 */ 918 */
890 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
891 920
892 if(tmp->other_arch) cone_drop(tmp); 921 if (tmp->other_arch)
922 cone_drop (tmp);
893 } 923 }
924
894 return success; 925 return success;
895} 926}
896 927
897/**************************************************************************** 928/****************************************************************************
898 * 929 *
899 * BOMB related code 930 * BOMB related code
900 * 931 *
901 ****************************************************************************/ 932 ****************************************************************************/
902 933
903
904/* This handles an exploding bomb. 934/* This handles an exploding bomb.
905 * op is the original bomb object. 935 * op is the original bomb object.
906 */ 936 */
937void
907void animate_bomb(object *op) { 938animate_bomb (object *op)
939{
908 int i; 940 int i;
909 object *env, *tmp; 941 object *env, *tmp;
910 archetype *at;
911 942
912 if(op->state!=NUM_ANIMATIONS(op)-1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return;
945
946 env = object_get_env_recursive (op);
947
948 if (op->env)
949 {
950 if (env->map == NULL)
913 return; 951 return;
914 952
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER) 953 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
924 955
925 remove_ob(op); 956 if (!(op = op->insert_at (env, op)))
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 957 return;
940 } 958 }
941 959
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
942 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 971 * so just set up the appropriate values.
945 */ 972 */
946 at = find_archetype(SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 974 {
948 for(i=1;i<9;i++) { 975 for (i = 1; i < 9; i++)
976 {
949 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]))
950 continue; 978 continue;
979
951 tmp = arch_to_object(at); 980 tmp = arch_to_object (at);
952 tmp->direction = i; 981 tmp->direction = i;
953 tmp->range = op->range; 982 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 984 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 986 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 987 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 988 tmp->skill = op->skill;
960 } 989
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 991 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 992
964 tmp->y = op->y + freearr_x[i]; 993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 994 move_bullet (tmp);
967 } 995 }
968 } 996 }
969 997
970 explode_bullet(op); 998 explode_bullet (op);
971} 999}
972 1000
1001int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1002create_bomb (object *op, object *caster, int dir, object *spell)
1003{
974 1004
975 object *tmp; 1005 object *tmp;
976 int mflags; 1006 int mflags;
977 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];
978 mapstruct *m; 1008 maptile *m;
979 1009
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 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 {
982 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.");
983 return 0; 1014 return 0;
984 } 1015 }
985 tmp=arch_to_object(spell->other_arch); 1016 tmp = arch_to_object (spell->other_arch);
986 1017
987 /* level dependencies for bomb */ 1018 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 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);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
992 1023
993 set_owner(tmp,op); 1024 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1026
996 tmp->y=dy; 1027 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1028 return 1;
999} 1029}
1000 1030
1001/**************************************************************************** 1031/****************************************************************************
1002 * 1032 *
1003 * smite related spell code. 1033 * smite related spell code.
1011 * dir is the direction to look in. 1041 * dir is the direction to look in.
1012 * range is how far out to look. 1042 * range is how far out to look.
1013 * 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.
1014 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1015 */ 1045 */
1016 1046object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1047get_pointed_target (object *op, int dir, int range, int type)
1048{
1018 object *target; 1049 object *target;
1019 sint16 x,y; 1050 sint16 x, y;
1020 int dist, mflags; 1051 int dist, mflags;
1021 mapstruct *mp; 1052 maptile *mp;
1022 1053
1023 if (dir==0) return NULL; 1054 if (dir == 0)
1024
1025 for (dist=1; dist<range; dist++) {
1026 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1030
1031 if (mflags & P_OUT_OF_MAP) return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1035
1036 if (mflags & P_IS_ALIVE) {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1039 return target;
1040 }
1041 }
1042 }
1043 }
1044 return NULL; 1055 return NULL;
1045}
1046 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}
1047 1081
1048/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1050 * usual params - 1084 * usual params -
1051 * op = player 1085 * op = player
1052 * caster = object casting the spell. 1086 * caster = object casting the spell.
1053 * dir = direction being cast 1087 * dir = direction being cast
1054 * spell = spell object 1088 * spell = spell object
1055 */ 1089 */
1056 1090
1091int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{
1058 object *effect, *target; 1094 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1095 object *god = find_god (determine_god (op));
1060 int range; 1096 int range;
1061 1097
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1098 range = spell->range + SP_level_range_adjust (caster, spell);
1063 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);
1064 1100
1065 /* Bunch of conditions for casting this spell. Note that only 1101 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1102 * require a god if this is a cleric spell (requires grace).
1067 * 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
1068 * 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
1069 * interesting spell. 1105 * interesting spell.
1070 * 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
1071 * can't be friendly to your god. 1107 * can't be friendly to your god.
1072 */ 1108 */
1073 1109
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1111 || (!god && spell->stats.grace)
1076 ||(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)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1113 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1115 return 0;
1080 } 1116 }
1081 1117
1082 if (spell->other_arch) 1118 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1084 else 1120 else
1085 return 0; 1121 return 0;
1086 1122
1087 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1124 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 {
1091 if(tailor_god_spell(effect,op)) 1128 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1130 else
1131 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1133 return 0;
1097 } 1134 }
1098 } 1135 }
1099 1136
1100 /* size of the area of destruction */ 1137 /* size of the area of destruction */
1101 effect->range=spell->range + 1138 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1139 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1140
1106 if (effect->attacktype & AT_DEATH) { 1141 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1142 {
1108 SP_level_dam_adjust(caster,spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1144
1110 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1147 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1148 if (random_roll (0, 2, op, PREFER_LOW))
1149 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1151 effect->x = op->x;
1115 effect->y=op->y; 1152 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1153 }
1154 else
1155 {
1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1157 target->stats.hp = target->stats.maxhp * 2;
1158 effect->destroy ();
1159 return 0;
1123 } 1160 }
1124 } else { 1161 }
1162 }
1163 else
1164 {
1125 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1166 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1167 }
1129 1168
1130 set_owner(effect,op); 1169 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1132 1171
1133 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1173 effect->insert_at (target, op);
1135 effect->y=target->y; 1174
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1175 return 1;
1139} 1176}
1140 1177
1141 1178
1142/**************************************************************************** 1179/****************************************************************************
1143 * 1180 *
1145 * 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
1146 * code here is just to move the missile. 1183 * code here is just to move the missile.
1147 ****************************************************************************/ 1184 ****************************************************************************/
1148 1185
1149/* op is a missile that needs to be moved */ 1186/* op is a missile that needs to be moved */
1187void
1150void move_missile(object *op) { 1188move_missile (object *op)
1189{
1151 int i, mflags; 1190 int i, mflags;
1152 object *owner; 1191 object *owner;
1153 sint16 new_x, new_y; 1192 sint16 new_x, new_y;
1154 mapstruct *m; 1193 maptile *m;
1155 1194
1156 if (op->range-- <=0) { 1195 if (op->range-- <= 0)
1157 remove_ob(op); 1196 {
1158 free_object(op); 1197 op->destroy ();
1159 return; 1198 return;
1160 } 1199 }
1161 1200
1162 owner = get_owner(op); 1201 owner = op->owner;
1163#if 0 1202#if 0
1164 /* 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
1165 * monster that are then killed would continue to survive 1204 * monster that are then killed would continue to survive
1166 */ 1205 */
1167 if (owner == NULL) { 1206 if (owner == NULL)
1168 remove_ob(op); 1207 {
1169 free_object(op); 1208 op->destroy ();
1170 return; 1209 return;
1171 } 1210 }
1172#endif 1211#endif
1173 1212
1174 new_x = op->x + DIRX(op); 1213 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1214 new_y = op->y + DIRY (op);
1176 1215
1177 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);
1178 1217
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((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))))
1181 tag_t tag = op->count; 1219 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1220 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1221 /* Basically, missile only hits one thing then goes away.
1184 * 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.
1185 */ 1223 */
1186 if ( ! was_destroyed (op, tag)) { 1224 if (!op->destroyed ())
1187 remove_ob (op); 1225 op->destroy ();
1188 free_object(op); 1226
1189 }
1190 return; 1227 return;
1191 } 1228 }
1192 1229
1193 remove_ob(op); 1230 op->remove ();
1231
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1233 {
1234 op->destroy ();
1196 return; 1235 return;
1197 } 1236 }
1198 op->x = new_x; 1237
1199 op->y = new_y; 1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1239 if (i > 0 && i != op->direction)
1240 {
1203 op->direction=i; 1241 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1205 } 1243 }
1206 insert_ob_in_map(op,op->map,op,0); 1244
1245 m->insert (op, new_x, new_y, op);
1207} 1246}
1208 1247
1209/**************************************************************************** 1248/****************************************************************************
1210 * Destruction 1249 * Destruction
1211 ****************************************************************************/ 1250 ****************************************************************************/
1251
1212/* make_object_glow() - currently only makes living objects glow. 1252/* make_object_glow() - currently only makes living objects glow.
1213 * 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
1214 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1217 */ 1257 */
1218 1258int
1219int make_object_glow(object *op, int radius, int time) { 1259make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1260{
1221
1222 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1263 return 0;
1225 1264
1226 tmp=get_archetype(FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1267 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1269 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1272
1234 tmp->x=op->x;
1235 tmp->y=op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1238 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1240 1277
1241 if(!tmp->env||op!=tmp->env) {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1243 &op->name);
1244 return 0;
1245 }
1246 return 1; 1278 return 1;
1247} 1279}
1248 1280
1249 1281int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1282cast_destruction (object *op, object *caster, object *spell_ob)
1283{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1285 sint16 sx, sy;
1255 mapstruct *m; 1286 maptile *m;
1256 object *tmp; 1287 object *tmp;
1257 const char *skill; 1288 const char *skill;
1258 1289
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1290 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 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);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1292 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1293 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1294 friendly = 1;
1263 1295
1264 /* destruction doesn't use another spell object, so we need 1296 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1297 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1298 * We do some shortcuts here - since this is just temporary
1267 * 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
1268 * the full share string/free_string route. 1300 * the full share string/free_string route.
1269 */ 1301 */
1270 skill = op->skill; 1302 skill = op->skill;
1303 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1304 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1305 else if (caster->skill)
1306 op->skill = caster->skill;
1307 else
1273 else op->skill = NULL; 1308 op->skill = NULL;
1274 1309
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1276 1311
1277 for(i= -range; i<range; i++) { 1312 for (i = -range; i < range; i++)
1313 {
1278 for(j=-range; j<range ; j++) { 1314 for (j = -range; j < range; j++)
1315 {
1279 m = op->map; 1316 m = op->map;
1280 sx = op->x + i; 1317 sx = op->x + i;
1281 sy = op->y + j; 1318 sy = op->y + j;
1319
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1321 if (mflags & P_OUT_OF_MAP)
1322 continue;
1323
1284 if (mflags & P_IS_ALIVE) { 1324 if (mflags & P_IS_ALIVE)
1325 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1328 break;
1329
1330 if (tmp)
1287 } 1331 {
1288 if (tmp) { 1332 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1333 tmp = tmp->head;
1290 1334
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1335 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1337 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1338 if (spell_ob->subtype == SP_DESTRUCTION)
1339 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1341 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1343 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1345 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 } 1348 }
1311 } 1349 }
1312 } 1350 }
1313 } 1351 }
1314 } 1352 }
1315 } 1353 }
1354
1316 op->skill = skill; 1355 op->skill = skill;
1317 return 1; 1356 return 1;
1318} 1357}
1319 1358
1320/*************************************************************************** 1359/***************************************************************************
1321 * 1360 *
1322 * CURSE 1361 * CURSE
1323 * 1362 *
1324 ***************************************************************************/ 1363 ***************************************************************************/
1325 1364
1365int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1366cast_curse (object *op, object *caster, object *spell_ob, int dir)
1367{
1327 object *god = find_god(determine_god(op)); 1368 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1369 object *tmp, *force;
1329 1370
1330 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);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1372 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1373 {
1334 "There is no one in that direction to curse."); 1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1375 return 0;
1336 } 1376 }
1337 1377
1338 /* 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. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1379 for (force = tmp->inv; force != NULL; force = force->below)
1380 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1382 {
1341 if (force->name == spell_ob->name) { 1383 if (force->name == spell_ob->name)
1384 {
1342 break; 1385 break;
1343 } 1386 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1387 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1388 {
1346 "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);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1390 return 0;
1349 } 1391 }
1350 } 1392 }
1351 } 1393 }
1352 1394
1353 if(force==NULL) { 1395 if (force == NULL)
1396 {
1354 force=get_archetype(FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1399 if (spell_ob->race)
1357 force->name = spell_ob->race; 1400 force->name = spell_ob->race;
1358 else 1401 else
1359 force->name = spell_ob->name; 1402 force->name = spell_ob->name;
1360 1403
1361 force->name_pl = spell_ob->name; 1404 force->name_pl = spell_ob->name;
1362 1405
1363 } else { 1406 }
1407 else
1408 {
1364 int duration; 1409 int duration;
1365 1410
1366 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;
1367 if (duration > force->duration) { 1412 if (duration > force->duration)
1413 {
1368 force->duration = duration; 1414 force->duration = duration;
1369 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.");
1416 }
1370 } else { 1417 else
1418 {
1371 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.");
1372 } 1420 }
1373 return 1; 1421 return 1;
1374 } 1422 }
1375 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;
1376 force->speed = 1.0; 1424 force->speed = 1.f;
1377 force->speed_left = -1.0; 1425 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1426 SET_FLAG (force, FLAG_APPLIED);
1379 1427
1380 if(god) { 1428 if (god)
1429 {
1381 if (spell_ob->last_grace) 1430 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1431 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1432 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1433 force->path_denied = god->path_denied;
1385 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);
1386 "You are a victim of %s's curse!", &god->name); 1435 }
1387 } else 1436 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1438
1390 1439
1391 if(tmp!=op && op->type==PLAYER) 1440 if (tmp != op && op->type == PLAYER)
1392 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);
1393 1442
1394 force->stats.ac = spell_ob->stats.ac; 1443 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1444 force->stats.wc = spell_ob->stats.wc;
1396 1445
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1446 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1447 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1448 tmp->update_stats ();
1400 return 1; 1449 return 1;
1401 1450
1402} 1451}
1403
1404 1452
1405/********************************************************************** 1453/**********************************************************************
1406 * mood change 1454 * mood change
1407 * 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
1408 * effects monsters, it seems best to put it into this file 1456 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1457 ***********************************************************************/
1410 1458
1411/* This covers the various spells that change the moods of monsters - 1459/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1460 * makes them angry, peacful, friendly, etc.
1413 */ 1461 */
1462int
1414int mood_change(object *op, object *caster, object *spell) { 1463mood_change (object *op, object *caster, object *spell)
1464{
1415 object *tmp, *god, *head; 1465 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1466 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1467 sint16 x, y, nx, ny;
1418 mapstruct *m; 1468 maptile *m;
1419 const char *race; 1469 const char *race;
1420 1470
1421 /* 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
1422 * doing it over and over again. 1472 * doing it over and over again.
1423 */ 1473 */
1424 god=find_god(determine_god(op)); 1474 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1475 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1476 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1477
1428 /* 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_...
1429 * 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
1430 * won't ever match anything. 1480 * won't ever match anything.
1431 */ 1481 */
1432 if (!spell->race) race=NULL; 1482 if (!spell->race)
1483 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1484 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1485 race = god->slaying;
1434 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
1435 else race = spell->race; 1489 race = spell->race;
1436
1437 1490
1438 for (x = op->x - range; x <= op->x + range; x++) 1491 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1492 for (y = op->y - range; y <= op->y + range; y++)
1440 1493 {
1441 done_one=0; 1494 done_one = 0;
1442 m = op->map; 1495 m = op->map;
1443 nx = x; 1496 nx = x;
1444 ny = y; 1497 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1498 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1499 if (mflags & P_OUT_OF_MAP)
1500 continue;
1447 1501
1448 /* 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 */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1503 if (!(mflags & P_IS_ALIVE))
1504 continue;
1450 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
1451 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)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1512 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1513 break;
1453 1514
1454 /* There can be living objects that are not monsters */ 1515 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1516 if (!tmp || tmp->type == PLAYER)
1517 continue;
1456 1518
1457 /* Only the head has meaningful data, so resolve to that */ 1519 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1520 if (tmp->head)
1521 head = tmp->head;
1522 else
1459 else head=tmp; 1523 head = tmp;
1460 1524
1461 /* 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 */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1526 if (race && head->race && !strstr (race, head->race))
1527 continue;
1528
1463 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;
1464 1531
1465 /* Now do a bunch of stuff related to saving throws */ 1532 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1533 best_at = -1;
1467 if (spell->attacktype) { 1534 if (spell->attacktype)
1535 {
1468 for (at=0; at < NROFATTACKS; at++) 1536 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1537 if (spell->attacktype & (1 << at))
1470 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;
1471 1540
1472 if (best_at == -1) at=0; 1541 if (best_at == -1)
1542 at = 0;
1543 else
1544 {
1545 if (head->resist[best_at] == 100)
1546 continue;
1473 else { 1547 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1548 at = head->resist[best_at] / 5;
1476 } 1549 }
1477 at -= level / 5; 1550 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1551 if (did_make_save (head, head->level, at))
1552 continue;
1479 } 1553 }
1480 else /* spell->attacktype */ 1554 else /* spell->attacktype */
1555 {
1481 /* 1556 /*
1482 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:
1483 * if spell level < monster level, no go 1558 * if spell level < monster level, no go
1484 * 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 ) )
1485 1560
1486 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.
1487 1562
1488 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
1489 charm a level 125 monster... 1564 charm a level 125 monster...
1490 1565
1491 Ryo, august 14th 1566 Ryo, august 14th
1492 */ 1567 */
1493 {
1494 if ( head->level > level ) continue; 1568 if (head->level > level)
1569 continue;
1570
1495 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))))
1496 /* Failed, no effect */ 1572 /* Failed, no effect */
1497 continue; 1573 continue;
1498 } 1574 }
1499 1575
1500 /* Done with saving throw. Now start effecting the monster */ 1576 /* Done with saving throw. Now start affecting the monster */
1501 1577
1502 /* aggravation */ 1578 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1579 if (QUERY_FLAG (spell, FLAG_MONSTER))
1580 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1581 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1582 remove_friendly_object (head);
1507
1508 done_one = 1; 1583 done_one = 1;
1509 head->enemy = op; 1584 head->enemy = op;
1510 } 1585 }
1511 1586
1512 /* calm monsters */ 1587 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1588 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1589 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1590 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1591 head->enemy = NULL;
1516 done_one = 1; 1592 done_one = 1;
1517 } 1593 }
1518 1594
1519 /* berserk monsters */ 1595 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1596 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1597 {
1521 SET_FLAG(head, FLAG_BERSERK); 1598 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1599 done_one = 1;
1523 } 1600 }
1601
1524 /* charm */ 1602 /* charm */
1525 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))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1604 {
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 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.
1529 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. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1609 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1611 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1612 head->attack_movement = PETMOVE;
1535 done_one = 1; 1613 done_one = 1;
1536 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);
1537 head->stats.exp = 0; 1615 head->stats.exp = 0;
1538 } 1616 }
1539 1617
1540 /* If a monster was effected, put an effect in */ 1618 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1619 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1621 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1622
1549 return 1; 1623 return 1;
1550} 1624}
1551 1625
1552 1626
1553/* 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
1554 * 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
1555 * lightning spell used it, that seemed misnamed. 1629 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1630 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1631 * note that duration is handled by process_object() in time.c
1558 */ 1632 */
1559 1633
1634void
1560void move_ball_spell(object *op) { 1635move_ball_spell (object *op)
1636{
1561 int i,j,dam_save,dir, mflags; 1637 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1638 sint16 nx, ny, hx, hy;
1563 object *owner; 1639 object *owner;
1564 mapstruct *m; 1640 maptile *m;
1565 1641
1566 owner = get_owner(op); 1642 owner = op->owner;
1567 1643
1568 /* 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,
1569 * 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
1570 * victim. The block immediately below more or less chooses a random 1646 * victim. The block immediately below more or less chooses a random
1571 * 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
1572 * deviations. 1648 * deviations.
1573 */ 1649 */
1574 1650
1575 dir = 0; 1651 dir = 0;
1576 if(!(rndm(0, 3))) 1652 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1653 j = rndm (0, 1);
1578 else j=0; 1654 else
1655 j = 0;
1579 1656
1580 for(i = 1; i < 9; i++) { 1657 for (i = 1; i < 9; i++)
1658 {
1581 /* i bit 0: alters sign of offset 1659 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1660 * other bits (i / 2): absolute value of offset
1583 */ 1661 */
1584 1662
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1663 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1664 int tmpdir = absdir (op->direction + offset);
1587 1665
1588 nx = op->x + freearr_x[tmpdir]; 1666 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1667 ny = op->y + freearr_y[tmpdir];
1590 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))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1669 {
1592 dir = tmpdir; 1670 dir = tmpdir;
1593 break; 1671 break;
1594 } 1672 }
1595 } 1673 }
1596 if (dir == 0) { 1674 if (dir == 0)
1675 {
1597 nx = op->x; 1676 nx = op->x;
1598 ny = op->y; 1677 ny = op->y;
1599 m = op->map; 1678 m = op->map;
1600 } 1679 }
1601 1680
1602 remove_ob(op); 1681 m->insert (op, nx, ny, op);
1603 op->y=ny; 1682
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 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
1608 surrounding squares */ 1684 surrounding squares */
1609 1685
1610 /* loop over current square and neighbors to hit. 1686 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1687 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1688 * the surround spaces.
1613 */ 1689 */
1614 for(j=0;j<9;j++) { 1690 for (j = 0; j < 9; j++)
1615 object *new_ob; 1691 {
1616
1617 hx = nx+freearr_x[j]; 1692 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1693 hy = ny + freearr_y[j];
1619 1694
1620 m = op->map; 1695 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1697
1623 if (mflags & P_OUT_OF_MAP) continue; 1698 if (mflags & P_OUT_OF_MAP)
1699 continue;
1624 1700
1625 /* 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
1626 * of the map either. 1702 * of the map either.
1627 */ 1703 */
1628 1704
1629 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)))
1706 {
1707 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1708 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1709 hit_map (op, j, op->attacktype, 1);
1632 1710
1633 } 1711 }
1634 1712
1635 /* insert the other arch */ 1713 /* insert the other arch */
1636 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))))
1637 new_ob = arch_to_object(op->other_arch); 1715 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1716 }
1643 1717
1644 /* restore to the center location and damage*/ 1718 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1719 op->stats.dam = dam_save;
1646 1720
1647 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);
1648 1722
1649 if(i>=0) { /* we have a preferred direction! */ 1723 if (i >= 0)
1724 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1725 /* pick another direction if the preferred dir is blocked. */
1651 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 ||
1652 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)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1728 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1729
1655 op->direction=i; 1730 op->direction = i;
1656 } 1731 }
1657} 1732}
1658 1733
1659 1734
1660/* move_swarm_spell: peterm 1735/* move_swarm_spell: peterm
1663 * 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
1664 * 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
1665 * 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.
1666 */ 1741 */
1667 1742
1743void
1668void move_swarm_spell(object *op) 1744move_swarm_spell (object *op)
1669{ 1745{
1670 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1671 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1672 sint16 target_x, target_y, origin_x, origin_y;
1673 int basedir, adjustdir;
1674 mapstruct *m;
1675 object *owner;
1676
1677 owner = get_owner(op);
1678 if(op->duration == 0 || owner == NULL) {
1679 remove_ob(op);
1680 free_object(op);
1681 return;
1682 }
1683 op->duration--;
1684
1685 basedir = op->direction;
1686 if(basedir == 0) {
1687 /* spray in all directions! 8) */
1688 basedir = rndm(1, 8);
1689 }
1690
1691#if 0 1746#if 0
1692 // 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 };
1693 // (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 };
1694 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1749 sint16 target_x, target_y, origin_x, origin_y;
1695 // space. 1750 int adjustdir;
1696 // should be fixed later, but correctness before featurs... 1751 maptile *m;
1697 // (schmorp)
1698
1699 /* new offset calculation to make swarm element distribution
1700 * more uniform
1701 */
1702 if(op->duration) {
1703 if(basedir & 1) {
1704 adjustdir = cardinal_adjust[rndm(0, 8)];
1705 } else {
1706 adjustdir = diagonal_adjust[rndm(0, 9)];
1707 }
1708 } else {
1709 adjustdir = 0; /* fire the last one from forward. */
1710 }
1711
1712 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1713 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1714
1715 /* back up one space so we can hit point-blank targets, but this
1716 * necessitates extra out_of_map check below
1717 */
1718 origin_x = target_x - freearr_x[basedir];
1719 origin_y = target_y - freearr_y[basedir];
1720
1721
1722 /* spell pointer is set up for the spell this casts. Since this
1723 * should just be a pointer to the spell in some inventory,
1724 * it is unlikely to disappear by the time we need it. However,
1725 * do some sanity checking anyways.
1726 */
1727
1728 if (op->spell && op->spell->type == SPELL &&
1729 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1730 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1731
1732 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1737 }
1738#endif 1752#endif
1753 int basedir;
1754 object *owner;
1739 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
1740 /* 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
1741 * should just be a pointer to the spell in some inventory, 1810 * should just be a pointer to the spell in some inventory,
1742 * 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,
1743 * do some sanity checking anyways. 1812 * do some sanity checking anyways.
1744 */ 1813 */
1745 1814
1746 if (op->spell && op->spell->type == SPELL) 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))))
1747 { 1818 {
1819
1748 /* Bullet spells have a bunch more customization that needs to be done */ 1820 /* Bullet spells have a bunch more customization that needs to be done */
1749 if (op->spell->subtype == SP_BULLET) 1821 if (op->spell->subtype == SP_BULLET)
1750 fire_bullet(owner, op, basedir, op->spell); 1822 fire_bullet (owner, op, basedir, op->spell);
1751 else if (op->spell->subtype == SP_MAGIC_MISSILE) 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
1834 if (op->spell && op->spell->type == SPELL)
1835 {
1836 /* Bullet spells have a bunch more customization that needs to be done */
1837 if (op->spell->subtype == SP_BULLET)
1838 fire_bullet (owner, op, basedir, op->spell);
1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1752 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);
1753 } 1841 }
1754} 1842}
1755 1843
1756 1844
1757 1845
1758 1846
1766 * dir: the direction everything will be fired in 1854 * dir: the direction everything will be fired in
1767 * spell - the spell that is this spell. 1855 * spell - the spell that is this spell.
1768 * n: the number to be fired. 1856 * n: the number to be fired.
1769 */ 1857 */
1770 1858
1859int
1771int fire_swarm (object *op, object *caster, object *spell, int dir) 1860fire_swarm (object *op, object *caster, object *spell, int dir)
1772{ 1861{
1773 object *tmp; 1862 object *tmp;
1774 int i; 1863 int i;
1775 1864
1776 if (!spell->other_arch) return 0; 1865 if (!spell->other_arch)
1866 return 0;
1777 1867
1778 tmp=get_archetype(SWARM_SPELL); 1868 tmp = get_archetype (SWARM_SPELL);
1779 tmp->x=op->x;
1780 tmp->y=op->y;
1781 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. */
1782 set_spell_skill(op, caster, spell, tmp); 1870 set_spell_skill (op, caster, spell, tmp);
1783 1871
1784 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. */
1785 tmp->spell = arch_to_object(spell->other_arch); 1873 tmp->spell = arch_to_object (spell->other_arch);
1786 1874
1787 tmp->attacktype = tmp->spell->attacktype; 1875 tmp->attacktype = tmp->spell->attacktype;
1788 1876
1789 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1790 if ( ! tailor_god_spell (tmp, op)) 1878 if (!tailor_god_spell (tmp, op))
1791 return 1; 1879 return 1;
1792 } 1880
1793 tmp->duration = SP_level_duration_adjust(caster, spell); 1881 tmp->duration = SP_level_duration_adjust (caster, spell);
1794 for (i=0; i< spell->duration; i++) 1882 for (i = 0; i < spell->duration; i++)
1795 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1796 1884
1797 tmp->direction=dir; 1885 tmp->direction = dir;
1798 tmp->invisible=1; 1886 tmp->invisible = 1;
1799 insert_ob_in_map(tmp,op->map,op,0); 1887
1888 tmp->insert_at (op, op);
1800 return 1; 1889 return 1;
1801} 1890}
1802 1891
1803 1892
1804/* See the spells documentation file for why this is its own 1893/* See the spells documentation file for why this is its own
1805 * function. 1894 * function.
1806 */ 1895 */
1896int
1807int cast_light(object *op,object *caster,object *spell, int dir) { 1897cast_light (object *op, object *caster, object *spell, int dir)
1898{
1808 object *target=NULL,*tmp=NULL; 1899 object *target = NULL, *tmp = NULL;
1809 sint16 x,y; 1900 sint16 x, y;
1810 int dam, mflags; 1901 int dam, mflags;
1811 mapstruct *m; 1902 maptile *m;
1812 1903
1813 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1904 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 1905
1815 if(!dir) { 1906 if (!dir)
1907 {
1816 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1908 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1817 return 0; 1909 return 0;
1818 } 1910 }
1819 1911
1820 x=op->x+freearr_x[dir]; 1912 x = op->x + freearr_x[dir];
1821 y=op->y+freearr_y[dir]; 1913 y = op->y + freearr_y[dir];
1822 m = op->map; 1914 m = op->map;
1823 1915
1824 mflags = get_map_flags(m, &m, x, y, &x, &y); 1916 mflags = get_map_flags (m, &m, x, y, &x, &y);
1825 1917
1826 if (mflags & P_OUT_OF_MAP) { 1918 if (mflags & P_OUT_OF_MAP)
1919 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1828 return 0; 1921 return 0;
1829 } 1922 }
1830 1923
1831 if (mflags & P_IS_ALIVE && spell->attacktype) { 1924 if (mflags & P_IS_ALIVE && spell->attacktype)
1925 {
1832 for(target=get_map_ob(m,x,y);target;target=target->above) 1926 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1833 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1927 if (QUERY_FLAG (target, FLAG_MONSTER))
1928 {
1834 /* oky doky. got a target monster. Lets make a blinding attack */ 1929 /* oky doky. got a target monster. Lets make a blinding attack */
1930 if (target->head)
1835 if(target->head) target = target->head; 1931 target = target->head;
1836 (void) hit_player(target,dam,op,spell->attacktype,1); 1932 (void) hit_player (target, dam, op, spell->attacktype, 1);
1837 return 1; /* one success only! */ 1933 return 1; /* one success only! */
1838 } 1934 }
1839 } 1935 }
1840 1936
1841 /* no live target, perhaps a wall is in the way? */ 1937 /* no live target, perhaps a wall is in the way? */
1842 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 {
1843 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.");
1844 return 0; 1941 return 0;
1845 } 1942 }
1846 1943
1847 /* 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 */
1848 tmp=arch_to_object(spell->other_arch); 1945 tmp = arch_to_object (spell->other_arch);
1849 if(!tmp) { 1946 if (!tmp)
1947 {
1850 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1948 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1851 return 0; 1949 return 0;
1852 } 1950 }
1853 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1951 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1854 if (tmp->glow_radius) { 1952 if (tmp->glow_radius)
1953 {
1855 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1954 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1856 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;
1857 } 1957 }
1858 tmp->x=x; 1958
1859 tmp->y=y; 1959 m->insert (tmp, x, y, op);
1860 insert_ob_in_map(tmp,m,op,0);
1861 return 1; 1960 return 1;
1862} 1961}
1863 1962
1864 1963
1865 1964
1866 1965
1869 * 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
1870 * 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
1871 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
1872 */ 1971 */
1873 1972
1973int
1874int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1974cast_cause_disease (object *op, object *caster, object *spell, int dir)
1975{
1875 sint16 x,y; 1976 sint16 x, y;
1876 int i, mflags, range, dam_mod, dur_mod; 1977 int i, mflags, range, dam_mod, dur_mod;
1877 object *walk; 1978 object *walk;
1878 mapstruct *m; 1979 maptile *m;
1879 1980
1880 x = op->x; 1981 x = op->x;
1881 y = op->y; 1982 y = op->y;
1882 1983
1883 /* 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
1884 * direction the player is pointing. 1985 * direction the player is pointing.
1885 */ 1986 */
1987 if (!dir)
1886 if (!dir) dir=op->facing; 1988 dir = op->facing;
1989 if (!dir)
1887 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 */
1888 1991
1889 /* Calculate these once here */ 1992 /* Calculate these once here */
1890 range = spell->range + SP_level_range_adjust(caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
1891 dam_mod = SP_level_dam_adjust(caster, spell); 1994 dam_mod = SP_level_dam_adjust (caster, spell);
1892 dur_mod = SP_level_duration_adjust(caster, spell); 1995 dur_mod = SP_level_duration_adjust (caster, spell);
1893 1996
1894 /* search in a line for a victim */ 1997 /* search in a line for a victim */
1895 for(i=1; i<range; i++) { 1998 for (i = 1; i < range; i++)
1999 {
1896 x = op->x + i * freearr_x[dir]; 2000 x = op->x + i * freearr_x[dir];
1897 y = op->y + i * freearr_y[dir]; 2001 y = op->y + i * freearr_y[dir];
1898 m = op->map; 2002 m = op->map;
1899 2003
1900 mflags = get_map_flags(m, &m, x, y, &x, &y); 2004 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 2005
1902 if (mflags & P_OUT_OF_MAP) return 0; 2006 if (mflags & P_OUT_OF_MAP)
2007 return 0;
1903 2008
1904 /* don't go through walls - presume diseases are airborne */ 2009 /* don't go through walls - presume diseases are airborne */
1905 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;
1906 2012
1907 /* 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 */
1908 if (mflags & P_IS_ALIVE) { 2014 if (mflags & P_IS_ALIVE)
2015 {
1909 /* search this square for a victim */ 2016 /* search this square for a victim */
1910 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)
1911 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 */
1912 object *disease = arch_to_object(spell->other_arch); 2020 object *disease = arch_to_object (spell->other_arch);
1913 2021
1914 set_owner(disease,op); 2022 disease->set_owner (op);
1915 set_spell_skill(op, caster, spell, disease); 2023 set_spell_skill (op, caster, spell, disease);
1916 disease->stats.exp = 0; 2024 disease->stats.exp = 0;
1917 disease->level = caster_level(caster, spell); 2025 disease->level = caster_level (caster, spell);
1918 2026
1919 /* do level adjustments */ 2027 /* do level adjustments */
1920 if(disease->stats.wc) 2028 if (disease->stats.wc)
1921 disease->stats.wc += dur_mod/2; 2029 disease->stats.wc += dur_mod / 2;
1922 2030
1923 if(disease->magic> 0) 2031 if (disease->magic > 0)
1924 disease->magic += dur_mod/4; 2032 disease->magic += dur_mod / 4;
1925 2033
1926 if(disease->stats.maxhp>0) 2034 if (disease->stats.maxhp > 0)
1927 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
1928 2036
1929 if(disease->stats.maxgrace>0) 2037 if (disease->stats.maxgrace > 0)
1930 disease->stats.maxgrace += dur_mod; 2038 disease->stats.maxgrace += dur_mod;
1931 2039
1932 if(disease->stats.dam) { 2040 if (disease->stats.dam)
1933 if(disease->stats.dam > 0)
1934 disease->stats.dam += dam_mod;
1935 else disease->stats.dam -= dam_mod;
1936 }
1937
1938 if(disease->last_sp) {
1939 disease->last_sp -= 2*dam_mod;
1940 if(disease->last_sp <1) disease->last_sp = 1;
1941 }
1942
1943 if(disease->stats.maxsp) {
1944 if(disease->stats.maxsp > 0)
1945 disease->stats.maxsp += dam_mod;
1946 else disease->stats.maxsp -= dam_mod;
1947 }
1948 2041 {
1949 if(disease->stats.ac) 2042 if (disease->stats.dam > 0)
1950 disease->stats.ac += dam_mod; 2043 disease->stats.dam += dam_mod;
1951 2044 else
1952 if(disease->last_eat)
1953 disease->last_eat -= dam_mod;
1954
1955 if(disease->stats.hp)
1956 disease->stats.hp -= dam_mod; 2045 disease->stats.dam -= dam_mod;
1957
1958 if(disease->stats.sp)
1959 disease->stats.sp -= dam_mod;
1960
1961 if(infect_object(walk,disease,1)) {
1962 object *flash; /* visual effect for inflicting disease */
1963
1964 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1965
1966 free_object(disease); /* don't need this one anymore */
1967 flash=get_archetype(ARCH_DETECT_MAGIC);
1968 flash->x = x;
1969 flash->y = y;
1970 flash->map = walk->map;
1971 insert_ob_in_map(flash,walk->map,op,0);
1972 return 1;
1973 } 2046 }
1974 free_object(disease); 2047
2048 if (disease->last_sp)
2049 {
2050 disease->last_sp -= 2 * dam_mod;
2051 if (disease->last_sp < 1)
2052 disease->last_sp = 1;
1975 } 2053 }
2054
2055 if (disease->stats.maxsp)
2056 {
2057 if (disease->stats.maxsp > 0)
2058 disease->stats.maxsp += dam_mod;
2059 else
2060 disease->stats.maxsp -= dam_mod;
2061 }
2062
2063 if (disease->stats.ac)
2064 disease->stats.ac += dam_mod;
2065
2066 if (disease->last_eat)
2067 disease->last_eat -= dam_mod;
2068
2069 if (disease->stats.hp)
2070 disease->stats.hp -= dam_mod;
2071
2072 if (disease->stats.sp)
2073 disease->stats.sp -= dam_mod;
2074
2075 if (infect_object (walk, disease, 1))
2076 {
2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2078
2079 disease->destroy (); /* don't need this one anymore */
2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2081 return 1;
2082 }
2083
2084 disease->destroy ();
2085 }
1976 } /* if living creature */ 2086 } /* if living creature */
1977 } /* for range of spaces */ 2087 } /* for range of spaces */
2088
1978 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1979 return 1; 2090 return 1;
1980} 2091}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines