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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.49 by root, Thu Nov 8 19:43:28 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 144
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 155 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
160} 158}
161 159
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
164 */ 162 */
165 163
164void
166void move_bolt(object *op) { 165move_bolt (object *op)
167 object *tmp; 166{
168 int mflags; 167 int mflags;
169 sint16 x, y; 168 sint16 x, y;
170 mapstruct *m; 169 maptile *m;
171 170
172 if(--(op->duration)<0) { 171 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 172 {
173 op->destroy ();
174 return;
175 }
176
177 hit_map(op,0,op->attacktype,1); 177 hit_map (op, 0, op->attacktype, 1);
178 178
179 if(!op->direction) 179 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 180 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 181
250 /* New forking code. Possibly create forks of this object 182 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 183 op->range = 0;
261 } /* copy object and move it along */ 184 else
262 } /* if move bolt along */ 185 {
186 x = op->x + DIRX (op);
187 y = op->y + DIRY (op);
188 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y);
190
191 if (mflags & P_OUT_OF_MAP)
192 return;
193
194 /* We are about to run into something - we may bounce */
195 /* Calling reflwall is pretty costly, as it has to look at all the objects
196 * on the space. So only call reflwall if we think the data it returns
197 * will be useful.
198 */
199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
200 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
202 return;
203
204 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling
207 * on the diagonal, it is trickier - eg, a bolt travelling
208 * northwest bounces different if it hits a north/south
209 * wall (bounces to northeast) vs an east/west (bounces
210 * to the southwest.
211 */
212 if (op->direction & 1)
213 op->direction = absdir (op->direction + 4);
214 else
215 {
216 int left, right;
217 int mflags;
218
219 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
220 * over a corner in a tiled map, it is possible that
221 * op->direction is within an adjacent map but either
222 * op->direction-1 or op->direction+1 does not exist.
223 */
224 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
226
227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228
229 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
232
233 if (left == right)
234 op->direction = absdir (op->direction + 4);
235 else if (left)
236 op->direction = absdir (op->direction + 2);
237 else if (right)
238 op->direction = absdir (op->direction - 2);
239 }
240
241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
242 return;
243 }
244 else
245 { /* Create a copy of this object and put it ahead */
246 object *tmp = op->clone ();
247
248 m->insert (tmp, x, y, op);
249 tmp->speed_left = -0.1f;
250 /* To make up for the decrease at the top of the function */
251 tmp->duration++;
252
253 /* New forking code. Possibly create forks of this object
254 * going off in other directions.
255 */
256 if (rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260
261 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward.
263 */
264 op->range = 0;
265 } /* copy object and move it along */
266 } /* if move bolt along */
263} 267}
264 268
265/* fire_bolt 269/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 270 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 271 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 273 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
271 * pointers. 275 * pointers.
272 */ 276 */
273 277int
274int 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{
275 object *tmp=NULL; 280 object *tmp = NULL;
276 int mflags; 281 int mflags;
277 282
278 if (!spob->other_arch) 283 if (!spob->other_arch)
279 return 0; 284 return 0;
280 285
281 tmp=arch_to_object(spob->other_arch); 286 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 287 if (tmp == NULL)
283 return 0; 288 return 0;
284 289
285 /* peterm: level dependency for bolts */ 290 /* peterm: level dependency for bolts */
286 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);
287 tmp->attacktype = spob->attacktype; 292 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 293 if (spob->slaying)
294 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 295 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 297 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 298 tmp->stats.Con = spob->stats.Con;
293 299
294 tmp->direction=dir; 300 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 302 SET_ANIMATION (tmp, dir);
297 303
298 set_owner(tmp,op); 304 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
300 306
301 tmp->x=op->x + DIRX(tmp); 307 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 308 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 309 tmp->map = op->map;
304 310
311 maptile *newmap;
305 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);
306 if (mflags & P_OUT_OF_MAP) { 313 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 314 {
315 tmp->destroy ();
316 return 0;
317 }
318
319 tmp->map = newmap;
320
310 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 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 324 {
325 tmp->destroy ();
313 return 0; 326 return 0;
314 } 327 }
315 tmp->x=op->x; 328
316 tmp->y=op->y; 329 tmp->x = op->x;
330 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 332 tmp->map = op->map;
319 } 333 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 336 move_bolt (tmp);
337
322 return 1; 338 return 1;
323} 339}
324
325
326 340
327/*************************************************************************** 341/***************************************************************************
328 * 342 *
329 * BULLET/BALL CODE 343 * BULLET/BALL CODE
330 * 344 *
331 ***************************************************************************/ 345 ***************************************************************************/
332 346
333/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 349 * At least that is what I think this does.
336 */ 350 */
351void
337void explosion(object *op) { 352explosion (object *op)
338 object *tmp; 353{
339 mapstruct *m=op->map; 354 maptile *m = op->map;
340 int i; 355 int i;
341 356
342 if(--(op->duration)<0) { 357 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 358 {
359 op->destroy ();
360 return;
361 }
362
347 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
348 364
349 if(op->range>0) { 365 if (op->range > 0)
350 for(i=1;i<9;i++) { 366 {
367 for (i = 1; i < 9; i++)
368 {
351 sint16 dx,dy; 369 sint16 dx, dy;
352 370
353 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
355 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 375 * out of map, etc.
357 */ 376 */
358 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))
359 tmp=get_object(); 378 {
360 copy_object(op,tmp); 379 object *tmp = op->clone ();
361 tmp->state=0; 380
362 tmp->speed_left= -0.21; 381 tmp->state = 0;
363 tmp->range--; 382 tmp->speed_left = -0.21f;
364 tmp->value=0; 383 tmp->range--;
365 tmp->x=dx; 384 tmp->value = 0;
366 tmp->y=dy; 385
367 insert_ob_in_map(tmp,m,op,0); 386 m->insert (tmp, dx, dy, op);
387 }
388 }
368 } 389 }
369 }
370 }
371} 390}
372
373 391
374/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
376 * explode. 394 * explode.
377 */ 395 */
396void
378void explode_bullet(object *op) 397explode_bullet (object *op)
379{ 398{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 399 object *tmp, *owner;
382 400
383 if (op->other_arch == NULL) { 401 if (op->other_arch == NULL)
402 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 404 op->destroy ();
386 free_object (op); 405 return;
387 return;
388 } 406 }
389 407
390 if (op->env) { 408 if (op->env)
391 object *env; 409 {
392
393 env = object_get_env_recursive(op); 410 object *env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
412 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 414 op->destroy ();
397 free_object (op);
398 return; 415 return;
399 } 416 }
400 remove_ob (op); 417
401 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 419 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 420 else if (out_of_map (op->map, op->x, op->y))
421 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 423 op->destroy ();
407 free_object (op); 424 return;
408 return;
409 } 425 }
410 426
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.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 431 {
413 remove_ob (op); 432 op->destroy ();
414 free_object (op); 433 return;
434 }
435
436 if (op->attacktype)
437 {
438 hit_map (op, 0, op->attacktype, 1);
439 if (op->destroyed ())
415 return; 440 return;
416 } 441 }
417 442
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
426 445
427 copy_owner (tmp, op); 446 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 448
431 owner = get_owner(op); 449 owner = op->owner;
450
432 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))
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 452 {
438 tmp->x = op->x; 453 op->destroy ();
439 tmp->y = op->y; 454 return;
455 }
440 456
441 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
459 {
443 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 461 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 462 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 463 tmp->duration = op->duration;
447 } else { 464 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 465 else
466 {
467 if (op->attacktype & AT_MAGIC)
468 tmp->attacktype |= AT_MAGIC;
469
449 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
453 /* 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 -
454 * the count of the parent should work fine. 475 * the count of the parent should work fine.
455 */ 476 */
456 tmp->stats.maxhp = op->count; 477 tmp->stats.maxhp = op->count;
457 } 478 }
458 479
459 /* Set direction of cone explosion */ 480 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 481 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
462 483
463 /* Prevent recursion */ 484 /* Prevent recursion */
464 op->move_on = 0; 485 op->move_on = 0;
465 486
466 insert_ob_in_map(tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
467 /* remove the firebullet */ 490 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 491 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 492}
473
474
475 493
476/* checks to see what op should do, given the space it is on 494/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 495 * (eg, explode, damage player, etc)
478 */ 496 */
479 497void
480void check_bullet(object *op) 498check_bullet (object *op)
481{ 499{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 500 object *tmp;
484 int dam, mflags; 501 int dam, mflags;
485 mapstruct *m; 502 maptile *m;
486 sint16 sx, sy; 503 sint16 sx, sy;
487 504
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 505 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 506
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 507 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 508 return;
492 509
493 if (op->other_arch) { 510 if (op->other_arch)
511 {
494 /* explode object will also remove op */ 512 /* explode object will also remove op */
495 explode_bullet (op); 513 explode_bullet (op);
496 return; 514 return;
497 } 515 }
498 516
499 /* If nothing alive on this space, no reason to do anything further */ 517 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 518 if (!(mflags & P_IS_ALIVE))
519 return;
501 520
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
503 { 522 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 524 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 527 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 529 {
512 free_object(op); 530 op->destroy ();
513 return; 531 return;
514 } 532 }
515 } 533 }
516 } 534 }
517 } 535 }
518} 536}
519
520 537
521/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 539 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
525 */ 542 */
526 543void
527void move_bullet(object *op) 544move_bullet (object *op)
528{ 545{
529 sint16 new_x, new_y; 546 sint16 new_x, new_y;
530 int mflags; 547 int mflags;
531 mapstruct *m; 548 maptile *m;
532 549
533#if 0 550#if 0
534 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
535 552
536 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 555 if (op->stats.sp == SP_METEOR)
556 {
539 replace_insert_ob_in_map("fire_trail",op); 557 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
541 return; 559 return;
542 } /* end addition. */ 560 } /* end addition. */
543#endif 561#endif
544 562
545 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 564 if (--op->range <= 0)
565 {
547 if (op->other_arch) { 566 if (op->other_arch)
548 explode_bullet (op); 567 explode_bullet (op);
549 } else { 568 else
550 remove_ob (op); 569 op->destroy ();
551 free_object (op); 570
552 }
553 return; 571 return;
554 } 572 }
555 573
556 new_x = op->x + DIRX(op); 574 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 575 new_y = op->y + DIRY (op);
558 m = op->map; 576 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 578
561 if (mflags & P_OUT_OF_MAP) { 579 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 580 {
563 free_object (op); 581 op->destroy ();
564 return; 582 return;
565 } 583 }
566 584
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
586 {
568 if (op->other_arch) { 587 if (op->other_arch)
569 explode_bullet (op); 588 explode_bullet (op);
570 } else { 589 else
571 remove_ob (op); 590 op->destroy ();
572 free_object (op); 591
573 }
574 return; 592 return;
575 } 593 }
576 594
577 remove_ob (op); 595 if (!(op = m->insert (op, new_x, new_y, op)))
578 op->x = new_x;
579 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
581 return; 596 return;
582 597
583 if (reflwall (op->map, op->x, op->y, op)) { 598 if (reflwall (op->map, op->x, op->y, op))
599 {
584 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 601 update_turn_face (op);
586 } else { 602 }
603 else
587 check_bullet (op); 604 check_bullet (op);
588 }
589} 605}
590
591
592
593 606
594/* fire_bullet 607/* fire_bullet
595 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
598 * spob->attacktype. 611 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
600 * pointers. 613 * pointers.
601 */ 614 */
602 615int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 616fire_bullet (object *op, object *caster, int dir, object *spob)
617{
604 object *tmp=NULL; 618 object *tmp = NULL;
605 int mflags; 619 int mflags;
606 620
607 if (!spob->other_arch) 621 if (!spob->other_arch)
608 return 0; 622 return 0;
609 623
610 tmp=arch_to_object(spob->other_arch); 624 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 625 if (tmp == NULL)
612 return 0; 626 return 0;
613 627
614 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 631 if (spob->slaying)
632 tmp->slaying = spob->slaying;
618 633
619 tmp->range = 50; 634 tmp->range = 50;
620 635
621 /* Need to store duration/range for the ball to use */ 636 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 639 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 640
626 tmp->direction=dir; 641 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 643 SET_ANIMATION (tmp, dir);
629 644
630 set_owner(tmp,op); 645 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
632 647
633 tmp->x=op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 650 tmp->map = op->map;
636 651
652 maptile *newmap;
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 654 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 655 {
656 tmp->destroy ();
657 return 0;
658 }
659
660 tmp->map = newmap;
661
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
663 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 665 {
666 tmp->destroy ();
645 return 0; 667 return 0;
646 } 668 }
647 tmp->x=op->x; 669
648 tmp->y=op->y; 670 tmp->x = op->x;
671 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 672 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 673 tmp->map = op->map;
651 } 674 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 675
676 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 677 check_bullet (tmp);
654 } 678
655 return 1; 679 return 1;
656} 680}
657
658
659
660 681
661/***************************************************************************** 682/*****************************************************************************
662 * 683 *
663 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
664 * 685 *
665 *****************************************************************************/ 686 *****************************************************************************/
666 687
667
668/* drops an object based on what is in the cone's "other_arch" */ 688/* drops an object based on what is in the cone's "other_arch" */
689void
669void cone_drop(object *op) { 690cone_drop (object *op)
691{
670 object *new_ob = arch_to_object(op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
671 693
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 694 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 695 new_ob->set_owner (op->owner);
676 696
677 /* preserve skill ownership */ 697 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 698 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 699 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 700
681 } 701 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 702}
685 703
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 704/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 705
706void
688void move_cone(object *op) { 707move_cone (object *op)
708{
689 int i; 709 int i;
690 tag_t tag;
691 710
692 /* if no map then hit_map will crash so just ignore object */ 711 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 712 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 } 713 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0);
716 return;
717 }
700 718
701 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
721 {
703 hit_map(op,0,op->attacktype,0); 722 hit_map (op, 0, op->attacktype, 0);
704 return; 723 return;
705 } 724 }
706 725
707#if 0 726#if 0
708 /* Disable this - enabling it makes monsters easier, as 727 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 728 * when their cone dies when they die.
710 */ 729 */
711 /* If no owner left, the spell dies out. */ 730 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 731 if (op->owner == NULL)
713 remove_ob(op); 732 {
714 free_object(op); 733 op->destroy ();
715 return; 734 return;
716 } 735 }
717#endif 736#endif
718 737
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 738 hit_map (op, 0, op->attacktype, 0);
721 739
722 /* Check to see if we should push anything. 740 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 741 * Spell objects with weight push whatever they encounter to some
724 * degree. 742 * degree.
725 */ 743 */
744 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 745 check_spell_knockback (op);
727 746
728 if (was_destroyed (op, tag)) 747 if (op->destroyed ())
748 return;
749
750 if ((op->duration--) < 0)
751 {
752 op->destroy ();
729 return; 753 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 754 }
736 /* Object has hit maximum range, so don't have it move 755 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 756 * any further. When the duration above expires,
738 * then the object will get removed. 757 * then the object will get removed.
739 */ 758 */
740 if (--op->range < 0) { 759 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 760 {
761 op->range = 0; /* just so it doesn't wrap */
762 return;
763 }
744 764
745 for(i= -1;i<2;i++) { 765 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 766 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 768
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 769 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 770 {
751 copy_object(op, tmp); 771 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 772
755 tmp->duration = op->duration + 1; 773 tmp->duration = op->duration + 1;
756 774
757 /* Use for spell tracking - see ok_to_put_more() */ 775 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 776 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 777
760 if (tmp->other_arch) cone_drop(tmp); 778 op->map->insert (tmp, x, y, op);
761 } 779
780 if (tmp->other_arch)
781 cone_drop (tmp);
782 }
762 } 783 }
763} 784}
764 785
765/* cast_cone: casts a cone spell. 786/* cast_cone: casts a cone spell.
766 * op: person firing the object. 787 * op: person firing the object.
768 * dir: direction to fire in. 789 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 790 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 791 * to fire.
771 * returns 0 on failure, 1 on success. 792 * returns 0 on failure, 1 on success.
772 */ 793 */
794int
773int cast_cone(object *op, object *caster,int dir, object *spell) 795cast_cone (object *op, object *caster, int dir, object *spell)
774{ 796{
775 object *tmp; 797 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 798 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 799 maptile *m;
778 sint16 sx, sy; 800 sint16 sx, sy;
779 MoveType movetype; 801 MoveType movetype;
780 802
781 if (!spell->other_arch) return 0; 803 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 804 return 0;
805
806 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 807 {
808 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
809 return 0;
810 }
789 811
790 if(!dir) { 812 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 813 {
814 range_min = 0;
815 range_max = 8;
816 }
794 817
795 /* Need to know what the movetype of the object we are about 818 /* 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 819 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 820 * insert it into is blocked.
798 */ 821 */
799 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
800 823
801 for(i=range_min;i<=range_max;i++) { 824 for (i = range_min; i <= range_max; i++)
825 {
802 sint16 x,y, d; 826 sint16 x, y, d;
803 827
804 /* We can't use absdir here, because it never returns 828 /* 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 829 * 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 830 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 831 * to hit that person.
808 */ 832 */
809 d = dir + i; 833 d = dir + i;
810 while (d < 0) d+=8; 834 while (d < 0)
811 while (d > 8) d-=8; 835 d += 8;
836 while (d > 8)
837 d -= 8;
812 838
813 /* If it's not a rune, we don't want to blast the caster. 839 /* 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, 840 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 841 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 842 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 843 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 844 * for the rune code.
819 */ 845 */
820 if (caster->type != RUNE && d==0) { 846 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 847 {
822 else continue; 848 if (dir != 0)
823 } 849 d = 8;
850 else
851 continue;
852 }
824 853
825 x = op->x+freearr_x[d]; 854 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 855 y = op->y + freearr_y[d];
827 856
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 857 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 858 continue;
830 859
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 861 continue;
833 862
834 success=1; 863 success = 1;
835 tmp=arch_to_object(spell->other_arch); 864 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 865 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 866 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 867 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 868 tmp->attacktype = spell->attacktype;
842 869
843 /* holy word stuff */ 870 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 872 if (!tailor_god_spell (tmp, op))
846 } 873 return 0;
847 874
848 if(dir) 875 if (dir)
849 tmp->stats.sp=dir; 876 tmp->stats.sp = dir;
850 else 877 else
851 tmp->stats.sp=i; 878 tmp->stats.sp = i;
852 879
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 880 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 881
855 /* If casting it in all directions, it doesn't go as far */ 882 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 883 if (dir == 0)
884 {
857 tmp->range /= 4; 885 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 886 if (tmp->range < 2 && spell->range >= 2)
859 } 887 tmp->range = 2;
888 }
889
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 890 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 891 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 892
863 /* Special bonus for fear attacks */ 893 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 894 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 895 {
866 else 896 if (caster->type == PLAYER)
897 tmp->duration += fear_bonus[caster->stats.Cha];
898 else
867 tmp->duration += caster->level/3; 899 tmp->duration += caster->level / 3;
868 } 900 }
901
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 902 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 903 {
871 else 904 if (caster->type == PLAYER)
905 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
906 else
872 tmp->duration += caster->level/3; 907 tmp->duration += caster->level / 3;
873 } 908 }
874 909
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 spell->other_arch->name);
879 912
880 if (!tmp->move_on && tmp->stats.dam) { 913 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 914 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);
886 915
916 m->insert (tmp, sx, sy, op);
917
887 /* This is used for tracking spells so that one effect doesn't hit 918 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 919 * a single space too many times.
889 */ 920 */
890 tmp->stats.maxhp = tmp->count; 921 tmp->stats.maxhp = tmp->count;
891 922
892 if(tmp->other_arch) cone_drop(tmp); 923 if (tmp->other_arch)
924 cone_drop (tmp);
893 } 925 }
926
894 return success; 927 return success;
895} 928}
896 929
897/**************************************************************************** 930/****************************************************************************
898 * 931 *
899 * BOMB related code 932 * BOMB related code
900 * 933 *
901 ****************************************************************************/ 934 ****************************************************************************/
902 935
903
904/* This handles an exploding bomb. 936/* This handles an exploding bomb.
905 * op is the original bomb object. 937 * op is the original bomb object.
906 */ 938 */
939void
907void animate_bomb(object *op) { 940animate_bomb (object *op)
941{
908 int i; 942 int i;
909 object *env, *tmp; 943 object *env, *tmp;
910 archetype *at;
911 944
912 if(op->state!=NUM_ANIMATIONS(op)-1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 946 return;
914 947
915 env = object_get_env_recursive(op); 948 env = object_get_env_recursive (op);
916 949
917 if (op->env) { 950 if (op->env)
951 {
918 if (env->map == NULL) 952 if (env->map == NULL)
919 return; 953 return;
920 954
921 if (env->type == PLAYER) 955 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 956 esrv_del_item (env->contr, op->count);
923 957
924 remove_ob(op); 958 if (!(op = op->insert_at (env, op)))
925 op->x = env->x; 959 return;
926 op->y = env->y; 960 }
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 961
962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
963 // on a safe map. I don't like this special casing, but it seems to be neccessary
964 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
966 {
967 op->destroy ();
928 return; 968 return;
929 } 969 }
930 970
931 /* This copies a lot of the code from the fire bullet, 971 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 972 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 973 * so just set up the appropriate values.
934 */ 974 */
935 at = find_archetype(SPLINT); 975 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 976 {
937 for(i=1;i<9;i++) { 977 for (i = 1; i < 9; i++)
978 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 980 continue;
981
940 tmp = arch_to_object(at); 982 tmp = arch_to_object (at);
941 tmp->direction = i; 983 tmp->direction = i;
942 tmp->range = op->range; 984 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 985 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 986 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 987 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 988 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 989 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 990 tmp->skill = op->skill;
949 tmp->skill = add_refcount(op->skill); 991
992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
993 SET_ANIMATION (tmp, i);
994
995 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
996 move_bullet (tmp);
997 }
950 } 998 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i);
953 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0);
956 move_bullet(tmp);
957 }
958 }
959 999
960 explode_bullet(op); 1000 explode_bullet (op);
961} 1001}
962 1002
1003int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1004create_bomb (object *op, object *caster, int dir, object *spell)
1005{
964 1006
965 object *tmp; 1007 object *tmp;
966 int mflags; 1008 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1010 maptile *m;
969 1011
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1016 return 0;
974 } 1017 }
975 tmp=arch_to_object(spell->other_arch); 1018 tmp = arch_to_object (spell->other_arch);
976 1019
977 /* level dependencies for bomb */ 1020 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1024 tmp->attacktype = spell->attacktype;
982 1025
983 set_owner(tmp,op); 1026 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1027 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1028
986 tmp->y=dy; 1029 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1030 return 1;
989} 1031}
990 1032
991/**************************************************************************** 1033/****************************************************************************
992 * 1034 *
993 * smite related spell code. 1035 * smite related spell code.
1001 * dir is the direction to look in. 1043 * dir is the direction to look in.
1002 * range is how far out to look. 1044 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1045 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1005 */ 1047 */
1006 1048object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1049get_pointed_target (object *op, int dir, int range, int type)
1050{
1008 object *target; 1051 object *target;
1009 sint16 x,y; 1052 sint16 x, y;
1010 int dist, mflags; 1053 int dist, mflags;
1011 mapstruct *mp; 1054 maptile *mp;
1012 1055
1013 if (dir==0) return NULL; 1056 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1057 return NULL;
1035}
1036 1058
1059 for (dist = 1; dist < range; dist++)
1060 {
1061 x = op->x + freearr_x[dir] * dist;
1062 y = op->y + freearr_y[dir] * dist;
1063 mp = op->map;
1064 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1065
1066 if (mflags & P_OUT_OF_MAP)
1067 return NULL;
1068 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1069 return NULL;
1070 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1071 return NULL;
1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1073 return NULL;
1074
1075 if (mflags & P_IS_ALIVE)
1076 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1078 return target;
1079 }
1080
1081 return NULL;
1082}
1037 1083
1038/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1040 * usual params - 1086 * usual params -
1041 * op = player 1087 * op = player
1042 * caster = object casting the spell. 1088 * caster = object casting the spell.
1043 * dir = direction being cast 1089 * dir = direction being cast
1044 * spell = spell object 1090 * spell = spell object
1045 */ 1091 */
1046 1092int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{
1048 object *effect, *target; 1095 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1096 object *god = find_god (determine_god (op));
1050 int range; 1097 int range;
1051 1098
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1099 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1100 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1101
1055 /* Bunch of conditions for casting this spell. Note that only 1102 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1103 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1104 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very 1105 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1106 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1107 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1108 * can't be friendly to your god.
1062 */ 1109 */
1063 1110
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1112 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1113 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1114 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1116 return 0;
1070 } 1117 }
1071 1118
1072 if (spell->other_arch) 1119 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1120 effect = arch_to_object (spell->other_arch);
1074 else 1121 else
1075 return 0; 1122 return 0;
1076 1123
1077 /* tailor the effect by priest level and worshipped God */ 1124 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1125 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1126 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 {
1081 if(tailor_god_spell(effect,op)) 1129 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1131 else
1132 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1134 return 0;
1087 } 1135 }
1088 } 1136 }
1089 1137
1090 /* size of the area of destruction */ 1138 /* size of the area of destruction */
1091 effect->range=spell->range + 1139 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1140 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1141
1096 if (effect->attacktype & AT_DEATH) { 1142 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1143 {
1098 SP_level_dam_adjust(caster,spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1145
1100 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1148 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1149 if (random_roll (0, 2, op, PREFER_LOW))
1150 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1152 effect->x = op->x;
1105 effect->y=op->y; 1153 effect->y = op->y;
1106 } else { 1154 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1155 else
1108 query_name(target)); 1156 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1158 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1159 effect->destroy ();
1111 return 0; 1160 return 0;
1161 }
1162 }
1112 } 1163 }
1113 } 1164 else
1114 } else { 1165 {
1115 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1167 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1168 }
1119 1169
1120 set_owner(effect,op); 1170 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1122 1172
1123 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1174 effect->insert_at (target, op);
1125 effect->y=target->y; 1175
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1176 return 1;
1129} 1177}
1130
1131 1178
1132/**************************************************************************** 1179/****************************************************************************
1133 * 1180 *
1134 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1135 * note that the fire_bullet is used to fire the missile. The 1182 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1183 * code here is just to move the missile.
1137 ****************************************************************************/ 1184 ****************************************************************************/
1138 1185
1139/* op is a missile that needs to be moved */ 1186/* op is a missile that needs to be moved */
1187void
1140void move_missile(object *op) { 1188move_missile (object *op)
1189{
1141 int i, mflags; 1190 int i, mflags;
1142 object *owner; 1191 object *owner;
1143 sint16 new_x, new_y; 1192 sint16 new_x, new_y;
1144 mapstruct *m; 1193 maptile *m;
1145 1194
1146 if (op->range-- <=0) { 1195 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1196 {
1197 op->destroy ();
1198 return;
1199 }
1151 1200
1152 owner = get_owner(op); 1201 owner = op->owner;
1153#if 0 1202#if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by 1203 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive 1204 * monster that are then killed would continue to survive
1156 */ 1205 */
1157 if (owner == NULL) { 1206 if (owner == NULL)
1158 remove_ob(op); 1207 {
1159 free_object(op); 1208 op->destroy ();
1160 return; 1209 return;
1161 } 1210 }
1162#endif 1211#endif
1163 1212
1164 new_x = op->x + DIRX(op); 1213 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1214 new_y = op->y + DIRY (op);
1166 1215
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1168 1217
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1171 tag_t tag = op->count; 1219 {
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1220 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1221 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1222 * we need to remove it if someone hasn't already done so.
1175 */ 1223 */
1176 if ( ! was_destroyed (op, tag)) { 1224 if (!op->destroyed ())
1177 remove_ob (op); 1225 op->destroy ();
1178 free_object(op);
1179 }
1180 return;
1181 }
1182 1226
1183 remove_ob(op); 1227 return;
1228 }
1229
1230 op->remove ();
1231
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1233 {
1188 op->x = new_x; 1234 op->destroy ();
1189 op->y = new_y; 1235 return;
1190 op->map = m; 1236 }
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1237
1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1192 if(i > 0 && i != op->direction){ 1239 if (i > 0 && i != op->direction)
1240 {
1193 op->direction=i; 1241 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1195 } 1243 }
1196 insert_ob_in_map(op,op->map,op,0); 1244
1245 m->insert (op, new_x, new_y, op);
1197} 1246}
1198 1247
1199/**************************************************************************** 1248/****************************************************************************
1200 * Destruction 1249 * Destruction
1201 ****************************************************************************/ 1250 ****************************************************************************/
1251
1202/* make_object_glow() - currently only makes living objects glow. 1252/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1253 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1207 */ 1257 */
1208 1258int
1209int make_object_glow(object *op, int radius, int time) { 1259make_object_glow (object *op, int radius, int time)
1210 object *tmp; 1260{
1211
1212 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1263 return 0;
1215 1264
1216 tmp=get_archetype(FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1267 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1269 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1272
1224 tmp->x=op->x;
1225 tmp->y=op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1228 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1230 1277
1231 if(!tmp->env||op!=tmp->env) {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1233 op->name);
1234 return 0;
1235 }
1236 return 1; 1278 return 1;
1237} 1279}
1238 1280
1239 1281int
1240
1241
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1282cast_destruction (object *op, object *caster, object *spell_ob)
1283{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1285 sint16 sx, sy;
1245 mapstruct *m; 1286 maptile *m;
1246 object *tmp; 1287 object *tmp;
1247 const char *skill; 1288 const char *skill;
1248 1289
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1290 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1291 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1292 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1293 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1294 friendly = 1;
1253 1295
1254 /* destruction doesn't use another spell object, so we need 1296 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1297 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1298 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1299 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1300 * the full share string/free_string route.
1259 */ 1301 */
1260 skill = op->skill; 1302 skill = op->skill;
1303 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1304 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1305 else if (caster->skill)
1306 op->skill = caster->skill;
1307 else
1263 else op->skill = NULL; 1308 op->skill = NULL;
1264 1309
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1266 1311
1267 for(i= -range; i<range; i++) { 1312 for (i = -range; i < range; i++)
1313 {
1268 for(j=-range; j<range ; j++) { 1314 for (j = -range; j < range; j++)
1315 {
1269 m = op->map; 1316 m = op->map;
1270 sx = op->x + i; 1317 sx = op->x + i;
1271 sy = op->y + j; 1318 sy = op->y + j;
1319
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1321 if (mflags & P_OUT_OF_MAP)
1322 continue;
1323
1274 if (mflags & P_IS_ALIVE) { 1324 if (mflags & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1325 {
1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1328 break;
1278 if (tmp) {
1279 if (tmp->head) tmp=tmp->head;
1280 1329
1330 if (tmp)
1331 {
1332 if (tmp->head)
1333 tmp = tmp->head;
1334
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1335 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1337 {
1338 if (spell_ob->subtype == SP_DESTRUCTION)
1339 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1341 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1287 tmp->x = sx; 1343 }
1288 tmp->y = sy; 1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1289 insert_ob_in_map(tmp, m, op, 0); 1345 {
1290 }
1291 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1293 tmp->resist[ATNR_MAGIC]!=100) {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1296 effect->x = sx; 1348 }
1297 effect->y = sy; 1349 }
1298 insert_ob_in_map(effect, m, op, 0); 1350 }
1299 } 1351 }
1300 } 1352 }
1301 }
1302 }
1303 } 1353 }
1304 } 1354
1305 }
1306 op->skill = skill; 1355 op->skill = skill;
1307 return 1; 1356 return 1;
1308} 1357}
1309 1358
1310/*************************************************************************** 1359/***************************************************************************
1311 * 1360 *
1312 * CURSE 1361 * CURSE
1313 * 1362 *
1314 ***************************************************************************/ 1363 ***************************************************************************/
1315 1364
1365int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1366cast_curse (object *op, object *caster, object *spell_ob, int dir)
1367{
1317 object *god = find_god(determine_god(op)); 1368 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1369 object *tmp, *force;
1319 1370
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1371 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1372 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1373 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1375 return 0;
1376 }
1327 1377
1378 tmp = tmp->head_ ();
1379
1328 /* If we've already got a force of this type, don't add a new one. */ 1380 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1381 for (force = tmp->inv; force; force = force->below)
1382 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1384 {
1331 if (force->name == spell_ob->name) { 1385 if (force->name == spell_ob->name)
1332 break; 1386 {
1333 } 1387 break;
1388 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1389 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1390 {
1336 "You can not cast %s while %s is in effect", 1391 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1392 return 0;
1338 return 0; 1393 }
1394 }
1339 } 1395 }
1340 } 1396
1397 if (!force)
1341 } 1398 {
1342
1343 if(force==NULL) {
1344 force=get_archetype(FORCE_NAME); 1399 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1400 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name); 1401
1347 if (spell_ob->race) 1402 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1403 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1404 else
1405 force->name = spell_ob->name;
1406
1407 force->name_pl = spell_ob->name;
1408
1409 }
1410 else
1411 {
1355 int duration; 1412 int duration;
1356 1413
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1414 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1415 if (duration > force->duration)
1416 {
1359 force->duration = duration; 1417 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1419 }
1420 else
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1421 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1422
1364 return 1; 1423 return 1;
1365 } 1424 }
1425
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1426 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1427 force->speed = 1.f;
1368 force->speed_left = -1.0; 1428 force->speed_left = -1.f;
1369 SET_FLAG(force, FLAG_APPLIED); 1429 SET_FLAG (force, FLAG_APPLIED);
1370 1430
1371 if(god) { 1431 if (god)
1432 {
1372 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1434 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1435 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1436 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1437 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1438 }
1378 } else 1439 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1440 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1441
1381 1442
1382 if(tmp!=op && op->type==PLAYER) 1443 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1444 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1445
1385 force->stats.ac = spell_ob->stats.ac; 1446 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1447 force->stats.wc = spell_ob->stats.wc;
1387 1448
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1449 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1450 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1451 tmp->update_stats ();
1391 return 1; 1452 return 1;
1392 1453
1393} 1454}
1394
1395 1455
1396/********************************************************************** 1456/**********************************************************************
1397 * mood change 1457 * mood change
1398 * Arguably, this may or may not be an attack spell. But since it 1458 * Arguably, this may or may not be an attack spell. But since it
1399 * effects monsters, it seems best to put it into this file 1459 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/ 1460 ***********************************************************************/
1401 1461
1402/* This covers the various spells that change the moods of monsters - 1462/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1463 * makes them angry, peacful, friendly, etc.
1404 */ 1464 */
1465int
1405int mood_change(object *op, object *caster, object *spell) { 1466mood_change (object *op, object *caster, object *spell)
1467{
1406 object *tmp, *god, *head; 1468 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1469 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1470 sint16 x, y, nx, ny;
1409 mapstruct *m; 1471 maptile *m;
1410 const char *race; 1472 const char *race;
1411 1473
1412 /* We precompute some values here so that we don't have to keep 1474 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1475 * doing it over and over again.
1414 */ 1476 */
1415 god=find_god(determine_god(op)); 1477 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1478 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1479 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1480
1419 /* On the bright side, no monster should ever have a race of GOD_... 1481 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1482 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1483 * won't ever match anything.
1422 */ 1484 */
1423 if (!spell->race) race=NULL; 1485 if (!spell->race)
1486 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1487 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1488 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1489 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1490 race = god->race;
1491 else
1426 else race = spell->race; 1492 race = spell->race;
1427
1428 1493
1429 for (x = op->x - range; x <= op->x + range; x++) 1494 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1495 for (y = op->y - range; y <= op->y + range; y++)
1431 1496 {
1432 done_one=0; 1497 done_one = 0;
1433 m = op->map; 1498 m = op->map;
1434 nx = x; 1499 nx = x;
1435 ny = y; 1500 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1502 if (mflags & P_OUT_OF_MAP)
1503 continue;
1438 1504
1439 /* If there is nothing living on this space, no need to go further */ 1505 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1506 if (!(mflags & P_IS_ALIVE))
1507 continue;
1441 1508
1509 // players can only affect spaces that they can actually see
1510 if (caster && caster->contr
1511 && caster->contr->visibility_at (m, nx, ny) < 70)
1512 continue;
1513
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1514 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1515 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1516 break;
1444 1517
1445 /* There can be living objects that are not monsters */ 1518 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1519 if (!tmp || tmp->type == PLAYER)
1520 continue;
1447 1521
1448 /* Only the head has meaningful data, so resolve to that */ 1522 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1523 if (tmp->head)
1450 else head=tmp; 1524 head = tmp->head;
1525 else
1526 head = tmp;
1451 1527
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1528 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1529 if (race && head->race && !strstr (race, head->race))
1530 continue;
1531
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1533 continue;
1455 1534
1456 /* Now do a bunch of stuff related to saving throws */ 1535 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1536 best_at = -1;
1458 if (spell->attacktype) { 1537 if (spell->attacktype)
1538 {
1459 for (at=0; at < NROFATTACKS; at++) 1539 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1540 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1541 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1542 best_at = at;
1462 1543
1463 if (best_at == -1) at=0; 1544 if (best_at == -1)
1545 at = 0;
1464 else { 1546 else
1547 {
1465 if (head->resist[best_at] == 100) continue; 1548 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1549 continue;
1467 } 1550 else
1551 at = head->resist[best_at] / 5;
1552 }
1468 at -= level / 5; 1553 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1554 if (did_make_save (head, head->level, at))
1470 } 1555 continue;
1556 }
1471 else /* spell->attacktype */ 1557 else /* spell->attacktype */
1558 {
1472 /* 1559 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1560 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1561 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1562 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1563
1477 The chance will then be in the range [20-70] percent, not too bad. 1564 The chance will then be in the range [20-70] percent, not too bad.
1478 1565
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1566 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1567 charm a level 125 monster...
1481 1568
1482 Ryo, august 14th 1569 Ryo, august 14th
1483 */ 1570 */
1484 {
1485 if ( head->level > level ) continue; 1571 if (head->level > level)
1572 continue;
1573
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1574 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1575 /* Failed, no effect */
1488 continue; 1576 continue;
1489 } 1577 }
1490 1578
1491 /* Done with saving throw. Now start effecting the monster */ 1579 /* Done with saving throw. Now start affecting the monster */
1492 1580
1493 /* aggravation */ 1581 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1582 if (QUERY_FLAG (spell, FLAG_MONSTER))
1583 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1584 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1585 remove_friendly_object (head);
1586 done_one = 1;
1587 head->enemy = op;
1588 }
1498 1589
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */ 1590 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1591 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1592 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1593 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1594 head->enemy = NULL;
1507 done_one = 1; 1595 done_one = 1;
1508 } 1596 }
1509 1597
1510 /* berserk monsters */ 1598 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1600 {
1512 SET_FLAG(head, FLAG_BERSERK); 1601 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1602 done_one = 1;
1514 } 1603 }
1604
1515 /* charm */ 1605 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1606 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1607 {
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1608 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1609 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1610 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1611 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1612 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1613 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1614 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1615 head->attack_movement = PETMOVE;
1526 done_one = 1; 1616 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1617 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1618 head->stats.exp = 0;
1529 } 1619 }
1530 1620
1531 /* If a monster was effected, put an effect in */ 1621 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1622 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx; 1624 } /* for y */
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 }
1538 } /* for y */
1539 1625
1540 return 1; 1626 return 1;
1541} 1627}
1542 1628
1543 1629
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1630/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1631 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1632 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1633 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1634 * note that duration is handled by process_object() in time.c
1549 */ 1635 */
1550 1636
1637void
1551void move_ball_spell(object *op) { 1638move_ball_spell (object *op)
1639{
1552 int i,j,dam_save,dir, mflags; 1640 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1641 sint16 nx, ny, hx, hy;
1554 object *owner; 1642 object *owner;
1555 mapstruct *m; 1643 maptile *m;
1556 1644
1557 owner = get_owner(op); 1645 owner = op->owner;
1558 1646
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1647 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1648 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1649 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1650 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1651 * deviations.
1564 */ 1652 */
1565 1653
1566 dir = 0; 1654 dir = 0;
1567 if(!(rndm(0, 3))) 1655 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1656 j = rndm (0, 1);
1569 else j=0; 1657 else
1658 j = 0;
1570 1659
1571 for(i = 1; i < 9; i++) { 1660 for (i = 1; i < 9; i++)
1661 {
1572 /* i bit 0: alters sign of offset 1662 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1663 * other bits (i / 2): absolute value of offset
1574 */ 1664 */
1575 1665
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1666 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1667 int tmpdir = absdir (op->direction + offset);
1578 1668
1579 nx = op->x + freearr_x[tmpdir]; 1669 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1670 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1671 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))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1672 {
1583 dir = tmpdir; 1673 dir = tmpdir;
1584 break; 1674 break;
1585 } 1675 }
1586 } 1676 }
1587 if (dir == 0) { 1677 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1678 {
1679 nx = op->x;
1680 ny = op->y;
1681 m = op->map;
1682 }
1592 1683
1593 remove_ob(op); 1684 m->insert (op, nx, ny, op);
1594 op->y=ny; 1685
1595 op->x=nx;
1596 insert_ob_in_map(op,m,op,0);
1597
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1686 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1687 surrounding squares */
1600 1688
1601 /* loop over current square and neighbors to hit. 1689 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1690 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1691 * the surround spaces.
1604 */ 1692 */
1605 for(j=0;j<9;j++) { 1693 for (j = 0; j < 9; j++)
1606 object *new_ob; 1694 {
1607
1608 hx = nx+freearr_x[j]; 1695 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1696 hy = ny + freearr_y[j];
1610 1697
1611 m = op->map; 1698 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1699 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1700
1614 if (mflags & P_OUT_OF_MAP) continue; 1701 if (mflags & P_OUT_OF_MAP)
1702 continue;
1615 1703
1616 /* first, don't ever, ever hit the owner. Don't hit out 1704 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1705 * of the map either.
1618 */ 1706 */
1619 1707
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1708 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1709 {
1710 if (j)
1711 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1712 hit_map (op, j, op->attacktype, 1);
1623 1713
1624 } 1714 }
1625 1715
1626 /* insert the other arch */ 1716 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1717 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1628 new_ob = arch_to_object(op->other_arch); 1718 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1629 new_ob->x = hx;
1630 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0);
1632 }
1633 } 1719 }
1634 1720
1635 /* restore to the center location and damage*/ 1721 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1722 op->stats.dam = dam_save;
1637 1723
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1724 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1725
1640 if(i>=0) { /* we have a preferred direction! */ 1726 if (i >= 0)
1727 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1728 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1729 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1730 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1731 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1732
1646 op->direction=i; 1733 op->direction = i;
1647 } 1734 }
1648} 1735}
1649 1736
1650 1737
1651/* move_swarm_spell: peterm 1738/* move_swarm_spell: peterm
1654 * is a special type of object that casts swarms of other types 1741 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1742 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1743 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1744 */
1658 1745
1746void
1659void move_swarm_spell(object *op) 1747move_swarm_spell (object *op)
1660{ 1748{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1749#if 0
1683 // this is bogus: it causes wrong places to be checked below 1750 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1751 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1752 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1753 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1754 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1755#endif
1756 int basedir;
1757 object *owner;
1730 1758
1759 owner = op->owner;
1760 if (op->duration == 0 || owner == NULL)
1761 {
1762 op->destroy ();
1763 return;
1764 }
1765
1766 op->duration--;
1767
1768 basedir = op->direction;
1769 if (basedir == 0)
1770 {
1771 /* spray in all directions! 8) */
1772 basedir = rndm (1, 8);
1773 }
1774
1775#if 0
1776 // this is bogus: it causes wrong places to be checked below
1777 // (a wall 2 cells away will block the effect...) and
1778 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1779 // space.
1780 // should be fixed later, but correctness before features...
1781 // (schmorp)
1782
1783 /* new offset calculation to make swarm element distribution
1784 * more uniform
1785 */
1786 if (op->duration)
1787 {
1788 if (basedir & 1)
1789 {
1790 adjustdir = cardinal_adjust[rndm (0, 8)];
1791 }
1792 else
1793 {
1794 adjustdir = diagonal_adjust[rndm (0, 9)];
1795 }
1796 }
1797 else
1798 {
1799 adjustdir = 0; /* fire the last one from forward. */
1800 }
1801
1802 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1803 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1804
1805 /* back up one space so we can hit point-blank targets, but this
1806 * necessitates extra out_of_map check below
1807 */
1808 origin_x = target_x - freearr_x[basedir];
1809 origin_y = target_y - freearr_y[basedir];
1810
1811
1731 /* spell pointer is set up for the spell this casts. Since this 1812 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1813 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1814 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1815 * do some sanity checking anyways.
1735 */ 1816 */
1817
1818 if (op->spell && op->spell->type == SPELL &&
1819 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1820 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1821 {
1822
1823 /* Bullet spells have a bunch more customization that needs to be done */
1824 if (op->spell->subtype == SP_BULLET)
1825 fire_bullet (owner, op, basedir, op->spell);
1826 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1827 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1828 }
1829#endif
1830
1831 /* spell pointer is set up for the spell this casts. Since this
1832 * should just be a pointer to the spell in some inventory,
1833 * it is unlikely to disappear by the time we need it. However,
1834 * do some sanity checking anyways.
1835 */
1836
1737 if (op->spell && op->spell->type == SPELL) 1837 if (op->spell && op->spell->type == SPELL)
1738 { 1838 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1839 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1840 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1841 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1842 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1843 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1744 } 1844 }
1745} 1845}
1746 1846
1747 1847
1748 1848
1749 1849
1757 * dir: the direction everything will be fired in 1857 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1858 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1859 * n: the number to be fired.
1760 */ 1860 */
1761 1861
1862int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1863fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1864{
1764 object *tmp; 1865 object *tmp;
1765 int i; 1866 int i;
1766 1867
1767 if (!spell->other_arch) return 0; 1868 if (!spell->other_arch)
1869 return 0;
1768 1870
1769 tmp=get_archetype(SWARM_SPELL); 1871 tmp = get_archetype (SWARM_SPELL);
1770 tmp->x=op->x;
1771 tmp->y=op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1773 set_spell_skill(op, caster, spell, tmp); 1873 set_spell_skill (op, caster, spell, tmp);
1774 1874
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1875 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1876 tmp->spell = arch_to_object (spell->other_arch);
1777 1877
1778 tmp->attacktype = tmp->spell->attacktype; 1878 tmp->attacktype = tmp->spell->attacktype;
1779 1879
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1881 if (!tailor_god_spell (tmp, op))
1782 return 1; 1882 return 1;
1783 } 1883
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1884 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1885 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1887
1788 tmp->direction=dir; 1888 tmp->direction = dir;
1789 tmp->invisible=1; 1889 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1890
1891 tmp->insert_at (op, op);
1791 return 1; 1892 return 1;
1792} 1893}
1793 1894
1794 1895
1795/* See the spells documentation file for why this is its own 1896/* See the spells documentation file for why this is its own
1796 * function. 1897 * function.
1797 */ 1898 */
1899int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1900cast_light (object *op, object *caster, object *spell, int dir)
1901{
1799 object *target=NULL,*tmp=NULL; 1902 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1903 sint16 x, y;
1801 int dam, mflags; 1904 int dam, mflags;
1802 mapstruct *m; 1905 maptile *m;
1803 1906
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1907 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1908
1806 if(!dir) { 1909 if (!dir)
1910 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1911 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 1912 return 0;
1809 } 1913 }
1810 1914
1811 x=op->x+freearr_x[dir]; 1915 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1916 y = op->y + freearr_y[dir];
1813 m = op->map; 1917 m = op->map;
1814 1918
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1919 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1920
1817 if (mflags & P_OUT_OF_MAP) { 1921 if (mflags & P_OUT_OF_MAP)
1922 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1923 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1924 return 0;
1820 } 1925 }
1821 1926
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1927 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 1928 {
1929 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1930 if (QUERY_FLAG (target, FLAG_MONSTER))
1931 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1932 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1933 if (target->head)
1934 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1935 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1936 return 1; /* one success only! */
1937 }
1829 } 1938 }
1830 }
1831 1939
1832 /* no live target, perhaps a wall is in the way? */ 1940 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1941 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1942 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1943 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 1944 return 0;
1836 } 1945 }
1837 1946
1838 /* ok, looks groovy to just insert a new light on the map */ 1947 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 1948 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1949 if (!tmp)
1950 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1951 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1952 return 0;
1843 } 1953 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1954 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 1955 if (tmp->glow_radius)
1956 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1958 if (tmp->glow_radius > MAX_LIGHT_RADII)
1959 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 1960 }
1849 tmp->x=x; 1961
1850 tmp->y=y; 1962 m->insert (tmp, x, y, op);
1851 insert_ob_in_map(tmp,m,op,0);
1852 return 1; 1963 return 1;
1853} 1964}
1854
1855
1856
1857 1965
1858/* cast_cause_disease: this spell looks along <dir> from the 1966/* cast_cause_disease: this spell looks along <dir> from the
1859 * player and infects someone. 1967 * player and infects someone.
1860 * op is the player/monster, caster is the object, dir is the direction 1968 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 1969 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
1863 */ 1971 */
1864 1972int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{
1866 sint16 x,y; 1975 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 1977 object *walk;
1869 mapstruct *m; 1978 maptile *m;
1870 1979
1871 x = op->x; 1980 x = op->x;
1872 y = op->y; 1981 y = op->y;
1873 1982
1874 /* 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
1875 * direction the player is pointing. 1984 * direction the player is pointing.
1876 */ 1985 */
1986 if (!dir)
1877 if (!dir) dir=op->facing; 1987 dir = op->facing;
1988
1989 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1990 return 0; /* won't find anything if casting on ourself, so just return */
1879 1991
1880 /* Calculate these once here */ 1992 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 1994 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 1995 dur_mod = SP_level_duration_adjust (caster, spell);
1884 1996
1885 /* search in a line for a victim */ 1997 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 1998 for (i = 1; i < range; i++)
1999 {
1887 x = op->x + i * freearr_x[dir]; 2000 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 2001 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2002 m = op->map;
1890 2003
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2004 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2005
1893 if (mflags & P_OUT_OF_MAP) return 0; 2006 if (mflags & P_OUT_OF_MAP)
2007 return 0;
1894 2008
1895 /* don't go through walls - presume diseases are airborne */ 2009 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2010 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2011 return 0;
1897 2012
1898 /* Only bother looking on this space if there is something living here */ 2013 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 2014 if (mflags & P_IS_ALIVE)
2015 {
1900 /* search this square for a victim */ 2016 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2017 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2018 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2019 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2020 object *disease = arch_to_object (spell->other_arch);
1904 2021
1905 set_owner(disease,op); 2022 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 2023 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2024 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2025 disease->level = caster_level (caster, spell);
1909 2026
1910 /* do level adjustments */ 2027 /* do level adjustments */
1911 if(disease->stats.wc) 2028 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2029 disease->stats.wc += dur_mod / 2;
1913 2030
1914 if(disease->magic> 0) 2031 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2032 disease->magic += dur_mod / 8;
1916 2033
1917 if(disease->stats.maxhp>0) 2034 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
1919 2036
1920 if(disease->stats.maxgrace>0) 2037 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2038 disease->stats.maxgrace += dur_mod;
1922 2039
1923 if(disease->stats.dam) { 2040 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2041 {
1925 disease->stats.dam += dam_mod; 2042 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2043 disease->stats.dam += dam_mod;
1927 } 2044 else
2045 disease->stats.dam -= dam_mod;
2046 }
1928 2047
1929 if(disease->last_sp) { 2048 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2049 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2050 disease->last_sp -= 2 * dam_mod;
1932 } 2051 if (disease->last_sp < 1)
2052 disease->last_sp = 1;
2053 }
1933 2054
1934 if(disease->stats.maxsp) { 2055 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2056 {
1936 disease->stats.maxsp += dam_mod; 2057 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2058 disease->stats.maxsp += dam_mod;
1938 } 2059 else
1939 2060 disease->stats.maxsp -= dam_mod;
2061 }
2062
1940 if(disease->stats.ac) 2063 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2064 disease->stats.ac += dam_mod;
1942 2065
1943 if(disease->last_eat) 2066 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2067 disease->last_eat -= dam_mod;
1945 2068
1946 if(disease->stats.hp) 2069 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2070 disease->stats.hp -= dam_mod;
1948 2071
1949 if(disease->stats.sp) 2072 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
1951 2074
1952 if(infect_object(walk,disease,1)) { 2075 if (infect_object (walk, disease, 1))
1953 object *flash; /* visual effect for inflicting disease */ 2076 {
1954
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2078
1957 free_object(disease); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1959 flash->x = x; 2081 return 1;
1960 flash->y = y; 2082 }
1961 flash->map = walk->map; 2083
1962 insert_ob_in_map(flash,walk->map,op,0); 2084 disease->destroy ();
1963 return 1; 2085 }
1964 } 2086 } /* if living creature */
1965 free_object(disease); 2087 } /* for range of spaces */
1966 } 2088
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2090 return 1;
1971} 2091}

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