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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.8 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.44 by root, Sun Jul 22 14:17:58 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 1.8 2006/09/07 10:01:58 pippijn 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 1090int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1092{
1058 object *effect, *target; 1093 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1094 object *god = find_god (determine_god (op));
1060 int range; 1095 int range;
1061 1096
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1097 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1098 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1099
1065 /* Bunch of conditions for casting this spell. Note that only 1100 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1101 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1102 * 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 1103 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1104 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1105 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1106 * can't be friendly to your god.
1072 */ 1107 */
1073 1108
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1109 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1110 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1111 || (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))) { 1112 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1113 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1114 return 0;
1080 } 1115 }
1081 1116
1082 if (spell->other_arch) 1117 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1118 effect = arch_to_object (spell->other_arch);
1084 else 1119 else
1085 return 0; 1120 return 0;
1086 1121
1087 /* tailor the effect by priest level and worshipped God */ 1122 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1123 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1124 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 {
1091 if(tailor_god_spell(effect,op)) 1127 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1128 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 { 1129 else
1130 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1131 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1132 return 0;
1097 } 1133 }
1098 } 1134 }
1099 1135
1100 /* size of the area of destruction */ 1136 /* size of the area of destruction */
1101 effect->range=spell->range + 1137 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1138 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1139
1106 if (effect->attacktype & AT_DEATH) { 1140 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1141 {
1108 SP_level_dam_adjust(caster,spell); 1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1143
1110 /* casting death spells at undead isn't a good thing */ 1144 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1145 if (QUERY_FLAG (target, FLAG_UNDEAD))
1146 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1147 if (random_roll (0, 2, op, PREFER_LOW))
1148 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1150 effect->x = op->x;
1115 effect->y=op->y; 1151 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 } 1152 }
1153 else
1154 {
1155 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1156 target->stats.hp = target->stats.maxhp * 2;
1157 effect->destroy ();
1158 return 0;
1123 } 1159 }
1124 } else { 1160 }
1161 }
1162 else
1163 {
1125 /* how much woe to inflict :) */ 1164 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1165 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1166 }
1129 1167
1130 set_owner(effect,op); 1168 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1169 set_spell_skill (op, caster, spell, effect);
1132 1170
1133 /* ok, tell it where to be, and insert! */ 1171 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1172 effect->insert_at (target, op);
1135 effect->y=target->y; 1173
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1174 return 1;
1139} 1175}
1140 1176
1141 1177
1142/**************************************************************************** 1178/****************************************************************************
1143 * 1179 *
1145 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1182 * code here is just to move the missile.
1147 ****************************************************************************/ 1183 ****************************************************************************/
1148 1184
1149/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1186void
1150void move_missile(object *op) { 1187move_missile (object *op)
1188{
1151 int i, mflags; 1189 int i, mflags;
1152 object *owner; 1190 object *owner;
1153 sint16 new_x, new_y; 1191 sint16 new_x, new_y;
1154 mapstruct *m; 1192 maptile *m;
1155 1193
1156 if (op->range-- <=0) { 1194 if (op->range-- <= 0)
1157 remove_ob(op); 1195 {
1158 free_object(op); 1196 op->destroy ();
1159 return; 1197 return;
1160 } 1198 }
1161 1199
1162 owner = get_owner(op); 1200 owner = op->owner;
1163#if 0 1201#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by 1202 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive 1203 * monster that are then killed would continue to survive
1166 */ 1204 */
1167 if (owner == NULL) { 1205 if (owner == NULL)
1168 remove_ob(op); 1206 {
1169 free_object(op); 1207 op->destroy ();
1170 return; 1208 return;
1171 } 1209 }
1172#endif 1210#endif
1173 1211
1174 new_x = op->x + DIRX(op); 1212 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1213 new_y = op->y + DIRY (op);
1176 1214
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1215 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1178 1216
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)))) { 1217 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; 1218 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1219 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1220 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1221 * we need to remove it if someone hasn't already done so.
1185 */ 1222 */
1186 if ( ! was_destroyed (op, tag)) { 1223 if (!op->destroyed ())
1187 remove_ob (op); 1224 op->destroy ();
1188 free_object(op); 1225
1189 }
1190 return; 1226 return;
1191 } 1227 }
1192 1228
1193 remove_ob(op); 1229 op->remove ();
1230
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1231 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1232 {
1233 op->destroy ();
1196 return; 1234 return;
1197 } 1235 }
1198 op->x = new_x; 1236
1199 op->y = new_y; 1237 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){ 1238 if (i > 0 && i != op->direction)
1239 {
1203 op->direction=i; 1240 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1241 SET_ANIMATION (op, op->direction);
1205 } 1242 }
1206 insert_ob_in_map(op,op->map,op,0); 1243
1244 m->insert (op, new_x, new_y, op);
1207} 1245}
1208 1246
1209/**************************************************************************** 1247/****************************************************************************
1210 * Destruction 1248 * Destruction
1211 ****************************************************************************/ 1249 ****************************************************************************/
1250
1212/* make_object_glow() - currently only makes living objects glow. 1251/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1252 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1253 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1254 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1255 * give them the capability to have an inventory. b.t.
1217 */ 1256 */
1218 1257int
1219int make_object_glow(object *op, int radius, int time) { 1258make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1259{
1221
1222 /* some things are unaffected... */ 1260 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1261 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1262 return 0;
1225 1263
1226 tmp=get_archetype(FORCE_NAME); 1264 object *tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1265 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1266 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1267 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1268 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1269 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1270 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1271
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); 1272 tmp = insert_ob_in_ob (tmp, op);
1273
1238 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1275 op->glow_radius = tmp->glow_radius;
1240 1276
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; 1277 return 1;
1247} 1278}
1248 1279
1249 1280int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1281cast_destruction (object *op, object *caster, object *spell_ob)
1282{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1283 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1284 sint16 sx, sy;
1255 mapstruct *m; 1285 maptile *m;
1256 object *tmp; 1286 object *tmp;
1257 const char *skill; 1287 const char *skill;
1258 1288
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1289 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1290 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1291 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1292 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1293 friendly = 1;
1263 1294
1264 /* destruction doesn't use another spell object, so we need 1295 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1296 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1297 * 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 1298 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1299 * the full share string/free_string route.
1269 */ 1300 */
1270 skill = op->skill; 1301 skill = op->skill;
1302 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1303 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1304 else if (caster->skill)
1305 op->skill = caster->skill;
1306 else
1273 else op->skill = NULL; 1307 op->skill = NULL;
1274 1308
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1309 op->change_skill (find_skill_by_name (op, op->skill));
1276 1310
1277 for(i= -range; i<range; i++) { 1311 for (i = -range; i < range; i++)
1312 {
1278 for(j=-range; j<range ; j++) { 1313 for (j = -range; j < range; j++)
1314 {
1279 m = op->map; 1315 m = op->map;
1280 sx = op->x + i; 1316 sx = op->x + i;
1281 sy = op->y + j; 1317 sy = op->y + j;
1318
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1319 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1320 if (mflags & P_OUT_OF_MAP)
1321 continue;
1322
1284 if (mflags & P_IS_ALIVE) { 1323 if (mflags & P_IS_ALIVE)
1324 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1325 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1326 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1327 break;
1328
1329 if (tmp)
1287 } 1330 {
1288 if (tmp) { 1331 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1332 tmp = tmp->head;
1290 1333
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1334 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1335 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1336 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1337 if (spell_ob->subtype == SP_DESTRUCTION)
1338 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1339 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1340 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1341 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 } 1342 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1343 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1344 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1345 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1346 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 } 1347 }
1311 } 1348 }
1312 } 1349 }
1313 } 1350 }
1314 } 1351 }
1315 } 1352 }
1353
1316 op->skill = skill; 1354 op->skill = skill;
1317 return 1; 1355 return 1;
1318} 1356}
1319 1357
1320/*************************************************************************** 1358/***************************************************************************
1321 * 1359 *
1322 * CURSE 1360 * CURSE
1323 * 1361 *
1324 ***************************************************************************/ 1362 ***************************************************************************/
1325 1363
1364int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1365cast_curse (object *op, object *caster, object *spell_ob, int dir)
1366{
1327 object *god = find_god(determine_god(op)); 1367 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1368 object *tmp, *force;
1329 1369
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1370 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1371 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1372 {
1334 "There is no one in that direction to curse."); 1373 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1374 return 0;
1336 } 1375 }
1337 1376
1338 /* If we've already got a force of this type, don't add a new one. */ 1377 /* 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) { 1378 for (force = tmp->inv; force != NULL; force = force->below)
1379 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1380 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381 {
1341 if (force->name == spell_ob->name) { 1382 if (force->name == spell_ob->name)
1383 {
1342 break; 1384 break;
1343 } 1385 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1386 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1387 {
1346 "You can not cast %s while %s is in effect", 1388 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; 1389 return 0;
1349 } 1390 }
1350 } 1391 }
1351 } 1392 }
1352 1393
1353 if(force==NULL) { 1394 if (force == NULL)
1395 {
1354 force=get_archetype(FORCE_NAME); 1396 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1397 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1398 if (spell_ob->race)
1357 force->name = spell_ob->race; 1399 force->name = spell_ob->race;
1358 else 1400 else
1359 force->name = spell_ob->name; 1401 force->name = spell_ob->name;
1360 1402
1361 force->name_pl = spell_ob->name; 1403 force->name_pl = spell_ob->name;
1362 1404
1363 } else { 1405 }
1406 else
1407 {
1364 int duration; 1408 int duration;
1365 1409
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1410 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1411 if (duration > force->duration)
1412 {
1368 force->duration = duration; 1413 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1415 }
1370 } else { 1416 else
1417 {
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1419 }
1373 return 1; 1420 return 1;
1374 } 1421 }
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1422 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1423 force->speed = 1.f;
1377 force->speed_left = -1.0; 1424 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1425 SET_FLAG (force, FLAG_APPLIED);
1379 1426
1380 if(god) { 1427 if (god)
1428 {
1381 if (spell_ob->last_grace) 1429 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1430 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1432 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1433 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); 1434 }
1387 } else 1435 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1437
1390 1438
1391 if(tmp!=op && op->type==PLAYER) 1439 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1440 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1441
1394 force->stats.ac = spell_ob->stats.ac; 1442 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1443 force->stats.wc = spell_ob->stats.wc;
1396 1444
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1445 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1446 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1447 tmp->update_stats ();
1400 return 1; 1448 return 1;
1401 1449
1402} 1450}
1403
1404 1451
1405/********************************************************************** 1452/**********************************************************************
1406 * mood change 1453 * mood change
1407 * Arguably, this may or may not be an attack spell. But since it 1454 * 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 1455 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1456 ***********************************************************************/
1410 1457
1411/* This covers the various spells that change the moods of monsters - 1458/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1459 * makes them angry, peacful, friendly, etc.
1413 */ 1460 */
1461int
1414int mood_change(object *op, object *caster, object *spell) { 1462mood_change (object *op, object *caster, object *spell)
1463{
1415 object *tmp, *god, *head; 1464 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1465 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1466 sint16 x, y, nx, ny;
1418 mapstruct *m; 1467 maptile *m;
1419 const char *race; 1468 const char *race;
1420 1469
1421 /* We precompute some values here so that we don't have to keep 1470 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1471 * doing it over and over again.
1423 */ 1472 */
1424 god=find_god(determine_god(op)); 1473 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1474 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1475 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1476
1428 /* On the bright side, no monster should ever have a race of GOD_... 1477 /* 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 1478 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1479 * won't ever match anything.
1431 */ 1480 */
1432 if (!spell->race) race=NULL; 1481 if (!spell->race)
1482 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1483 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1484 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1485 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1486 race = god->race;
1487 else
1435 else race = spell->race; 1488 race = spell->race;
1436
1437 1489
1438 for (x = op->x - range; x <= op->x + range; x++) 1490 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1491 for (y = op->y - range; y <= op->y + range; y++)
1440 1492 {
1441 done_one=0; 1493 done_one = 0;
1442 m = op->map; 1494 m = op->map;
1443 nx = x; 1495 nx = x;
1444 ny = y; 1496 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1497 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1498 if (mflags & P_OUT_OF_MAP)
1499 continue;
1447 1500
1448 /* If there is nothing living on this space, no need to go further */ 1501 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1502 if (!(mflags & P_IS_ALIVE))
1503 continue;
1450 1504
1505 // players can only affect spaces that they can actually see
1506 if (caster && caster->contr
1507 && caster->contr->visibility_at (m, nx, ny) < 70)
1508 continue;
1509
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1510 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1511 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1512 break;
1453 1513
1454 /* There can be living objects that are not monsters */ 1514 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1515 if (!tmp || tmp->type == PLAYER)
1516 continue;
1456 1517
1457 /* Only the head has meaningful data, so resolve to that */ 1518 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1519 if (tmp->head)
1520 head = tmp->head;
1521 else
1459 else head=tmp; 1522 head = tmp;
1460 1523
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1524 /* 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; 1525 if (race && head->race && !strstr (race, head->race))
1526 continue;
1527
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1528 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1529 continue;
1464 1530
1465 /* Now do a bunch of stuff related to saving throws */ 1531 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1532 best_at = -1;
1467 if (spell->attacktype) { 1533 if (spell->attacktype)
1534 {
1468 for (at=0; at < NROFATTACKS; at++) 1535 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1536 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1537 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1538 best_at = at;
1471 1539
1472 if (best_at == -1) at=0; 1540 if (best_at == -1)
1541 at = 0;
1542 else
1543 {
1544 if (head->resist[best_at] == 100)
1545 continue;
1473 else { 1546 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1547 at = head->resist[best_at] / 5;
1476 } 1548 }
1477 at -= level / 5; 1549 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1550 if (did_make_save (head, head->level, at))
1551 continue;
1479 } 1552 }
1480 else /* spell->attacktype */ 1553 else /* spell->attacktype */
1554 {
1481 /* 1555 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1556 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1557 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1558 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1559
1486 The chance will then be in the range [20-70] percent, not too bad. 1560 The chance will then be in the range [20-70] percent, not too bad.
1487 1561
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1562 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1563 charm a level 125 monster...
1490 1564
1491 Ryo, august 14th 1565 Ryo, august 14th
1492 */ 1566 */
1493 {
1494 if ( head->level > level ) continue; 1567 if (head->level > level)
1568 continue;
1569
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1570 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1571 /* Failed, no effect */
1497 continue; 1572 continue;
1498 } 1573 }
1499 1574
1500 /* Done with saving throw. Now start effecting the monster */ 1575 /* Done with saving throw. Now start affecting the monster */
1501 1576
1502 /* aggravation */ 1577 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1578 if (QUERY_FLAG (spell, FLAG_MONSTER))
1579 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1580 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1581 remove_friendly_object (head);
1507
1508 done_one = 1; 1582 done_one = 1;
1509 head->enemy = op; 1583 head->enemy = op;
1510 } 1584 }
1511 1585
1512 /* calm monsters */ 1586 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1587 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1588 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1589 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1590 head->enemy = NULL;
1516 done_one = 1; 1591 done_one = 1;
1517 } 1592 }
1518 1593
1519 /* berserk monsters */ 1594 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1595 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1596 {
1521 SET_FLAG(head, FLAG_BERSERK); 1597 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1598 done_one = 1;
1523 } 1599 }
1600
1524 /* charm */ 1601 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1602 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1603 {
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1604 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1605 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. */ 1606 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1607 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1608 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1609 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1610 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1611 head->attack_movement = PETMOVE;
1535 done_one = 1; 1612 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1613 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1614 head->stats.exp = 0;
1538 } 1615 }
1539 1616
1540 /* If a monster was effected, put an effect in */ 1617 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1618 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1619 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1620 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1621
1549 return 1; 1622 return 1;
1550} 1623}
1551 1624
1552 1625
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1626/* 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 1627 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1628 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1629 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1630 * note that duration is handled by process_object() in time.c
1558 */ 1631 */
1559 1632
1633void
1560void move_ball_spell(object *op) { 1634move_ball_spell (object *op)
1635{
1561 int i,j,dam_save,dir, mflags; 1636 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1637 sint16 nx, ny, hx, hy;
1563 object *owner; 1638 object *owner;
1564 mapstruct *m; 1639 maptile *m;
1565 1640
1566 owner = get_owner(op); 1641 owner = op->owner;
1567 1642
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1643 /* 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 1644 * 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 1645 * 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 1646 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1647 * deviations.
1573 */ 1648 */
1574 1649
1575 dir = 0; 1650 dir = 0;
1576 if(!(rndm(0, 3))) 1651 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1652 j = rndm (0, 1);
1578 else j=0; 1653 else
1654 j = 0;
1579 1655
1580 for(i = 1; i < 9; i++) { 1656 for (i = 1; i < 9; i++)
1657 {
1581 /* i bit 0: alters sign of offset 1658 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1659 * other bits (i / 2): absolute value of offset
1583 */ 1660 */
1584 1661
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1662 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1663 int tmpdir = absdir (op->direction + offset);
1587 1664
1588 nx = op->x + freearr_x[tmpdir]; 1665 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1666 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1667 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)))) { 1668 {
1592 dir = tmpdir; 1669 dir = tmpdir;
1593 break; 1670 break;
1594 } 1671 }
1595 } 1672 }
1596 if (dir == 0) { 1673 if (dir == 0)
1674 {
1597 nx = op->x; 1675 nx = op->x;
1598 ny = op->y; 1676 ny = op->y;
1599 m = op->map; 1677 m = op->map;
1600 } 1678 }
1601 1679
1602 remove_ob(op); 1680 m->insert (op, nx, ny, op);
1603 op->y=ny; 1681
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 1682 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1683 surrounding squares */
1609 1684
1610 /* loop over current square and neighbors to hit. 1685 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1686 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1687 * the surround spaces.
1613 */ 1688 */
1614 for(j=0;j<9;j++) { 1689 for (j = 0; j < 9; j++)
1615 object *new_ob; 1690 {
1616
1617 hx = nx+freearr_x[j]; 1691 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1692 hy = ny + freearr_y[j];
1619 1693
1620 m = op->map; 1694 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1695 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1696
1623 if (mflags & P_OUT_OF_MAP) continue; 1697 if (mflags & P_OUT_OF_MAP)
1698 continue;
1624 1699
1625 /* first, don't ever, ever hit the owner. Don't hit out 1700 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1701 * of the map either.
1627 */ 1702 */
1628 1703
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1704 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1705 {
1706 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1707 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1708 hit_map (op, j, op->attacktype, 1);
1632 1709
1633 } 1710 }
1634 1711
1635 /* insert the other arch */ 1712 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1713 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); 1714 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 } 1715 }
1643 1716
1644 /* restore to the center location and damage*/ 1717 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1718 op->stats.dam = dam_save;
1646 1719
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1720 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1721
1649 if(i>=0) { /* we have a preferred direction! */ 1722 if (i >= 0)
1723 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1724 /* 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 || 1725 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))) { 1726 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1727 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1728
1655 op->direction=i; 1729 op->direction = i;
1656 } 1730 }
1657} 1731}
1658 1732
1659 1733
1660/* move_swarm_spell: peterm 1734/* move_swarm_spell: peterm
1663 * is a special type of object that casts swarms of other types 1737 * 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 1738 * 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. 1739 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1740 */
1667 1741
1742void
1668void move_swarm_spell(object *op) 1743move_swarm_spell (object *op)
1669{ 1744{
1670#if 0 1745#if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1746 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1672 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1747 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1673 sint16 target_x, target_y, origin_x, origin_y; 1748 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir; 1749 int adjustdir;
1675 mapstruct *m; 1750 maptile *m;
1676#endif 1751#endif
1677 int basedir; 1752 int basedir;
1678 object *owner; 1753 object *owner;
1679 1754
1680 owner = get_owner(op); 1755 owner = op->owner;
1681 if(op->duration == 0 || owner == NULL) { 1756 if (op->duration == 0 || owner == NULL)
1682 remove_ob(op); 1757 {
1683 free_object(op); 1758 op->destroy ();
1684 return; 1759 return;
1685 } 1760 }
1761
1686 op->duration--; 1762 op->duration--;
1687 1763
1688 basedir = op->direction; 1764 basedir = op->direction;
1689 if(basedir == 0) { 1765 if (basedir == 0)
1766 {
1690 /* spray in all directions! 8) */ 1767 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8); 1768 basedir = rndm (1, 8);
1692 } 1769 }
1693 1770
1694#if 0 1771#if 0
1695 // this is bogus: it causes wrong places to be checked below 1772 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and 1773 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1774 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space. 1775 // space.
1699 // should be fixed later, but correctness before featurs... 1776 // should be fixed later, but correctness before features...
1700 // (schmorp) 1777 // (schmorp)
1701 1778
1702 /* new offset calculation to make swarm element distribution 1779 /* new offset calculation to make swarm element distribution
1703 * more uniform 1780 * more uniform
1704 */ 1781 */
1705 if(op->duration) { 1782 if (op->duration)
1783 {
1706 if(basedir & 1) { 1784 if (basedir & 1)
1785 {
1707 adjustdir = cardinal_adjust[rndm(0, 8)]; 1786 adjustdir = cardinal_adjust[rndm (0, 8)];
1787 }
1708 } else { 1788 else
1789 {
1709 adjustdir = diagonal_adjust[rndm(0, 9)]; 1790 adjustdir = diagonal_adjust[rndm (0, 9)];
1710 } 1791 }
1711 } else { 1792 }
1793 else
1794 {
1712 adjustdir = 0; /* fire the last one from forward. */ 1795 adjustdir = 0; /* fire the last one from forward. */
1713 } 1796 }
1714 1797
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; 1798 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; 1799 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1717 1800
1718 /* back up one space so we can hit point-blank targets, but this 1801 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below 1802 * necessitates extra out_of_map check below
1720 */ 1803 */
1721 origin_x = target_x - freearr_x[basedir]; 1804 origin_x = target_x - freearr_x[basedir];
1722 origin_y = target_y - freearr_y[basedir]; 1805 origin_y = target_y - freearr_y[basedir];
1723 1806
1724 1807
1725 /* spell pointer is set up for the spell this casts. Since this 1808 /* spell pointer is set up for the spell this casts. Since this
1726 * should just be a pointer to the spell in some inventory, 1809 * should just be a pointer to the spell in some inventory,
1727 * it is unlikely to disappear by the time we need it. However, 1810 * it is unlikely to disappear by the time we need it. However,
1728 * do some sanity checking anyways. 1811 * do some sanity checking anyways.
1729 */ 1812 */
1730 1813
1731 if (op->spell && op->spell->type == SPELL && 1814 if (op->spell && op->spell->type == SPELL &&
1732 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && 1815 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1733 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) { 1816 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1817 {
1734 1818
1735 /* Bullet spells have a bunch more customization that needs to be done */ 1819 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET) 1820 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell); 1821 fire_bullet (owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); 1823 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 } 1824 }
1741#endif 1825#endif
1742 1826
1743 /* spell pointer is set up for the spell this casts. Since this 1827 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory, 1828 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However, 1829 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways. 1830 * do some sanity checking anyways.
1747 */ 1831 */
1748 1832
1749 if (op->spell && op->spell->type == SPELL) 1833 if (op->spell && op->spell->type == SPELL)
1750 { 1834 {
1751 /* Bullet spells have a bunch more customization that needs to be done */ 1835 /* Bullet spells have a bunch more customization that needs to be done */
1752 if (op->spell->subtype == SP_BULLET) 1836 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell); 1837 fire_bullet (owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1838 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1839 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1756 } 1840 }
1757} 1841}
1758 1842
1759 1843
1760 1844
1761 1845
1769 * dir: the direction everything will be fired in 1853 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell. 1854 * spell - the spell that is this spell.
1771 * n: the number to be fired. 1855 * n: the number to be fired.
1772 */ 1856 */
1773 1857
1858int
1774int fire_swarm (object *op, object *caster, object *spell, int dir) 1859fire_swarm (object *op, object *caster, object *spell, int dir)
1775{ 1860{
1776 object *tmp; 1861 object *tmp;
1777 int i; 1862 int i;
1778 1863
1779 if (!spell->other_arch) return 0; 1864 if (!spell->other_arch)
1865 return 0;
1780 1866
1781 tmp=get_archetype(SWARM_SPELL); 1867 tmp = get_archetype (SWARM_SPELL);
1782 tmp->x=op->x;
1783 tmp->y=op->y;
1784 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1868 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1785 set_spell_skill(op, caster, spell, tmp); 1869 set_spell_skill (op, caster, spell, tmp);
1786 1870
1787 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1871 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1788 tmp->spell = arch_to_object(spell->other_arch); 1872 tmp->spell = arch_to_object (spell->other_arch);
1789 1873
1790 tmp->attacktype = tmp->spell->attacktype; 1874 tmp->attacktype = tmp->spell->attacktype;
1791 1875
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1876 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1793 if ( ! tailor_god_spell (tmp, op)) 1877 if (!tailor_god_spell (tmp, op))
1794 return 1; 1878 return 1;
1795 } 1879
1796 tmp->duration = SP_level_duration_adjust(caster, spell); 1880 tmp->duration = SP_level_duration_adjust (caster, spell);
1797 for (i=0; i< spell->duration; i++) 1881 for (i = 0; i < spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1882 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1799 1883
1800 tmp->direction=dir; 1884 tmp->direction = dir;
1801 tmp->invisible=1; 1885 tmp->invisible = 1;
1802 insert_ob_in_map(tmp,op->map,op,0); 1886
1887 tmp->insert_at (op, op);
1803 return 1; 1888 return 1;
1804} 1889}
1805 1890
1806 1891
1807/* See the spells documentation file for why this is its own 1892/* See the spells documentation file for why this is its own
1808 * function. 1893 * function.
1809 */ 1894 */
1895int
1810int cast_light(object *op,object *caster,object *spell, int dir) { 1896cast_light (object *op, object *caster, object *spell, int dir)
1897{
1811 object *target=NULL,*tmp=NULL; 1898 object *target = NULL, *tmp = NULL;
1812 sint16 x,y; 1899 sint16 x, y;
1813 int dam, mflags; 1900 int dam, mflags;
1814 mapstruct *m; 1901 maptile *m;
1815 1902
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1903 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1904
1818 if(!dir) { 1905 if (!dir)
1906 {
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1907 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1820 return 0; 1908 return 0;
1821 } 1909 }
1822 1910
1823 x=op->x+freearr_x[dir]; 1911 x = op->x + freearr_x[dir];
1824 y=op->y+freearr_y[dir]; 1912 y = op->y + freearr_y[dir];
1825 m = op->map; 1913 m = op->map;
1826 1914
1827 mflags = get_map_flags(m, &m, x, y, &x, &y); 1915 mflags = get_map_flags (m, &m, x, y, &x, &y);
1828 1916
1829 if (mflags & P_OUT_OF_MAP) { 1917 if (mflags & P_OUT_OF_MAP)
1918 {
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1919 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1831 return 0; 1920 return 0;
1832 } 1921 }
1833 1922
1834 if (mflags & P_IS_ALIVE && spell->attacktype) { 1923 if (mflags & P_IS_ALIVE && spell->attacktype)
1924 {
1835 for(target=get_map_ob(m,x,y);target;target=target->above) 1925 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1926 if (QUERY_FLAG (target, FLAG_MONSTER))
1927 {
1837 /* oky doky. got a target monster. Lets make a blinding attack */ 1928 /* oky doky. got a target monster. Lets make a blinding attack */
1929 if (target->head)
1838 if(target->head) target = target->head; 1930 target = target->head;
1839 (void) hit_player(target,dam,op,spell->attacktype,1); 1931 (void) hit_player (target, dam, op, spell->attacktype, 1);
1840 return 1; /* one success only! */ 1932 return 1; /* one success only! */
1841 } 1933 }
1842 } 1934 }
1843 1935
1844 /* no live target, perhaps a wall is in the way? */ 1936 /* no live target, perhaps a wall is in the way? */
1845 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1937 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1938 {
1846 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1939 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1847 return 0; 1940 return 0;
1848 } 1941 }
1849 1942
1850 /* ok, looks groovy to just insert a new light on the map */ 1943 /* ok, looks groovy to just insert a new light on the map */
1851 tmp=arch_to_object(spell->other_arch); 1944 tmp = arch_to_object (spell->other_arch);
1852 if(!tmp) { 1945 if (!tmp)
1946 {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1947 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1854 return 0; 1948 return 0;
1855 } 1949 }
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1950 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1857 if (tmp->glow_radius) { 1951 if (tmp->glow_radius)
1952 {
1858 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1953 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1859 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1954 if (tmp->glow_radius > MAX_LIGHT_RADII)
1955 tmp->glow_radius = MAX_LIGHT_RADII;
1860 } 1956 }
1861 tmp->x=x; 1957
1862 tmp->y=y; 1958 m->insert (tmp, x, y, op);
1863 insert_ob_in_map(tmp,m,op,0);
1864 return 1; 1959 return 1;
1865} 1960}
1866 1961
1867 1962
1868 1963
1869 1964
1872 * op is the player/monster, caster is the object, dir is the direction 1967 * op is the player/monster, caster is the object, dir is the direction
1873 * to cast, disease_arch is the specific disease, and type is the spell number 1968 * to cast, disease_arch is the specific disease, and type is the spell number
1874 * perhaps this should actually be in disease.c? 1969 * perhaps this should actually be in disease.c?
1875 */ 1970 */
1876 1971
1972int
1877int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{
1878 sint16 x,y; 1975 sint16 x, y;
1879 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk; 1977 object *walk;
1881 mapstruct *m; 1978 maptile *m;
1882 1979
1883 x = op->x; 1980 x = op->x;
1884 y = op->y; 1981 y = op->y;
1885 1982
1886 /* If casting from a scroll, no direction will be available, so refer to the 1983 /* If casting from a scroll, no direction will be available, so refer to the
1887 * direction the player is pointing. 1984 * direction the player is pointing.
1888 */ 1985 */
1986 if (!dir)
1889 if (!dir) dir=op->facing; 1987 dir = op->facing;
1988 if (!dir)
1890 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1989 return 0; /* won't find anything if casting on ourself, so just return */
1891 1990
1892 /* Calculate these once here */ 1991 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell); 1992 range = spell->range + SP_level_range_adjust (caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell); 1993 dam_mod = SP_level_dam_adjust (caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell); 1994 dur_mod = SP_level_duration_adjust (caster, spell);
1896 1995
1897 /* search in a line for a victim */ 1996 /* search in a line for a victim */
1898 for(i=1; i<range; i++) { 1997 for (i = 1; i < range; i++)
1998 {
1899 x = op->x + i * freearr_x[dir]; 1999 x = op->x + i * freearr_x[dir];
1900 y = op->y + i * freearr_y[dir]; 2000 y = op->y + i * freearr_y[dir];
1901 m = op->map; 2001 m = op->map;
1902 2002
1903 mflags = get_map_flags(m, &m, x, y, &x, &y); 2003 mflags = get_map_flags (m, &m, x, y, &x, &y);
1904 2004
1905 if (mflags & P_OUT_OF_MAP) return 0; 2005 if (mflags & P_OUT_OF_MAP)
2006 return 0;
1906 2007
1907 /* don't go through walls - presume diseases are airborne */ 2008 /* don't go through walls - presume diseases are airborne */
1908 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2009 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2010 return 0;
1909 2011
1910 /* Only bother looking on this space if there is something living here */ 2012 /* Only bother looking on this space if there is something living here */
1911 if (mflags & P_IS_ALIVE) { 2013 if (mflags & P_IS_ALIVE)
2014 {
1912 /* search this square for a victim */ 2015 /* search this square for a victim */
1913 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2016 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1914 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2017 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2018 { /* found a victim */
1915 object *disease = arch_to_object(spell->other_arch); 2019 object *disease = arch_to_object (spell->other_arch);
1916 2020
1917 set_owner(disease,op); 2021 disease->set_owner (op);
1918 set_spell_skill(op, caster, spell, disease); 2022 set_spell_skill (op, caster, spell, disease);
1919 disease->stats.exp = 0; 2023 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell); 2024 disease->level = caster_level (caster, spell);
1921 2025
1922 /* do level adjustments */ 2026 /* do level adjustments */
1923 if(disease->stats.wc) 2027 if (disease->stats.wc)
1924 disease->stats.wc += dur_mod/2; 2028 disease->stats.wc += dur_mod / 2;
1925 2029
1926 if(disease->magic> 0) 2030 if (disease->magic > 0)
1927 disease->magic += dur_mod/4; 2031 disease->magic += dur_mod / 4;
1928 2032
1929 if(disease->stats.maxhp>0) 2033 if (disease->stats.maxhp > 0)
1930 disease->stats.maxhp += dur_mod; 2034 disease->stats.maxhp += dur_mod;
1931 2035
1932 if(disease->stats.maxgrace>0) 2036 if (disease->stats.maxgrace > 0)
1933 disease->stats.maxgrace += dur_mod; 2037 disease->stats.maxgrace += dur_mod;
1934 2038
1935 if(disease->stats.dam) { 2039 if (disease->stats.dam)
1936 if(disease->stats.dam > 0)
1937 disease->stats.dam += dam_mod;
1938 else disease->stats.dam -= dam_mod;
1939 }
1940
1941 if(disease->last_sp) {
1942 disease->last_sp -= 2*dam_mod;
1943 if(disease->last_sp <1) disease->last_sp = 1;
1944 }
1945
1946 if(disease->stats.maxsp) {
1947 if(disease->stats.maxsp > 0)
1948 disease->stats.maxsp += dam_mod;
1949 else disease->stats.maxsp -= dam_mod;
1950 }
1951 2040 {
1952 if(disease->stats.ac) 2041 if (disease->stats.dam > 0)
1953 disease->stats.ac += dam_mod; 2042 disease->stats.dam += dam_mod;
1954 2043 else
1955 if(disease->last_eat)
1956 disease->last_eat -= dam_mod;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod; 2044 disease->stats.dam -= dam_mod;
1960
1961 if(disease->stats.sp)
1962 disease->stats.sp -= dam_mod;
1963
1964 if(infect_object(walk,disease,1)) {
1965 object *flash; /* visual effect for inflicting disease */
1966
1967 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1968
1969 free_object(disease); /* don't need this one anymore */
1970 flash=get_archetype(ARCH_DETECT_MAGIC);
1971 flash->x = x;
1972 flash->y = y;
1973 flash->map = walk->map;
1974 insert_ob_in_map(flash,walk->map,op,0);
1975 return 1;
1976 } 2045 }
1977 free_object(disease); 2046
2047 if (disease->last_sp)
2048 {
2049 disease->last_sp -= 2 * dam_mod;
2050 if (disease->last_sp < 1)
2051 disease->last_sp = 1;
1978 } 2052 }
2053
2054 if (disease->stats.maxsp)
2055 {
2056 if (disease->stats.maxsp > 0)
2057 disease->stats.maxsp += dam_mod;
2058 else
2059 disease->stats.maxsp -= dam_mod;
2060 }
2061
2062 if (disease->stats.ac)
2063 disease->stats.ac += dam_mod;
2064
2065 if (disease->last_eat)
2066 disease->last_eat -= dam_mod;
2067
2068 if (disease->stats.hp)
2069 disease->stats.hp -= dam_mod;
2070
2071 if (disease->stats.sp)
2072 disease->stats.sp -= dam_mod;
2073
2074 if (infect_object (walk, disease, 1))
2075 {
2076 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2077
2078 disease->destroy (); /* don't need this one anymore */
2079 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2080 return 1;
2081 }
2082
2083 disease->destroy ();
2084 }
1979 } /* if living creature */ 2085 } /* if living creature */
1980 } /* for range of spaces */ 2086 } /* for range of spaces */
2087
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2088 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1982 return 1; 2089 return 1;
1983} 2090}

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